I suppose I'll be first here. I've decided American Midrange lists are a pretty good way to go if you're looking to stop aggro AND junk re animator. UWR has all the tools at it's disposal, the burn spells for aggro, the Syncopates and Dissipates main board for Reanimator, and more burn spells for extra reach against control decks. I feel like it's a good deck to try and get comfortable with if you're looking at getting ready for a TCGplayer 5k. I started off with a fairly basic list with lots of playsets and went from there. I have been play testing a lot and I have refined it to this...
I wanted to go with a deck that applied pressure early, so a lot of the card choices have to do with helping get the Geist through. In some games though, I had trouble applying that early pressure needed to tempo my way to victory. I thought about adding Delver, but in testing he was very inconsistant. So then I thought about Stromkirk Noble, who I now believe to be simply superior to Delver in the current format as a Tempo creature. Right now...there are TONS and TONS of humans, so he still has some great evasion and he's not dependant on the flip to become a bigger threat. He could potentially grow to be even bigger than Delver all without any further investment. He usually gets to about 3/3 before my opponent finally kills him and thats right on time for the Geist to get online.
I decided to opt out of Sphinx's Revelation, as I was trying for a similar plan to that of Piotr Wald in Grand Prix Verona and focusing more on the mid game. I certainly dont want the game to go past turn 9 or 10. I also decided to cut Restoration Angel entirely, but I may reverse that decision. By itself, the Angel is pretty mediocre as a creature, and that isnt a problem with Boros Reckoner, Geist, or Thundermaw. I still sometimes miss his presence for saving Geist, or sometimes blinking a Thundermaw so I may decide to put him back in.
Cards I may cut:
Boros Reckoner: great for stabilizing against aggro's initial push, most times he wont get blocked, and you can just do a lot of things with him in general. He's been fine, sometimes I wonder if he's really better than Resto Angel in this list. Sometimes hes better, sometimes hes not.
Mugging: Great for getting Geist through, but not having Pillar in the main board against Zombies and Aristocrats really really hurts. I originally had Feeling of Dread in here along with Pillar and figured I could save some slots if I threw the 2 effects together in one card. It's been great sometimes, but sometimes I want that Pillar so bad.
Well thats it in a nutshell. Like I said, I'm trying to prepare for a 5k so input is appreciated. I'm testing a lot...and this has been doing pretty darn good mostly. I'm torn between this and my Esper list, but I feel like this favors the competitive meta slightly more.
I suppose I'll be first here. I've decided American Midrange lists are a pretty good way to go if you're looking to stop aggro AND junk re animator. UWR has all the tools at it's disposal, the burn spells for aggro, the Syncopates and Dissipates main board for Reanimator, and more burn spells for extra reach against control decks. I feel like it's a good deck to try and get comfortable with if you're looking at getting ready for a TCGplayer 5k. I started off with a fairly basic list with lots of playsets and went from there. I have been play testing a lot and I have refined it to this...
I wanted to go with a deck that applied pressure early, so a lot of the card choices have to do with helping get the Geist through. In some games though, I had trouble applying that early pressure needed to tempo my way to victory. I thought about adding Delver, but in testing he was very inconsistant. So then I thought about Stromkirk Noble, who I now believe to be simply superior to Delver in the current format as a Tempo creature. Right now...there are TONS and TONS of humans, so he still has some great evasion and he's not dependant on the flip to become a bigger threat. He could potentially grow to be even bigger than Delver all without any further investment. He usually gets to about 3/3 before my opponent finally kills him and thats right on time for the Geist to get online.
I decided to opt out of Sphinx's Revelation, as I was trying for a similar plan to that of Piotr Wald in Grand Prix Verona and focusing more on the mid game. I certainly dont want the game to go past turn 9 or 10. I also decided to cut Restoration Angel entirely, but I may reverse that decision. By itself, the Angel is pretty mediocre as a creature, and that isnt a problem with Boros Reckoner, Geist, or Thundermaw. I still sometimes miss his presence for saving Geist, or sometimes blinking a Thundermaw so I may decide to put him back in.
Cards I may cut:
Boros Reckoner: great for stabilizing against aggro's initial push, most times he wont get blocked, and you can just do a lot of things with him in general. He's been fine, sometimes I wonder if he's really better than Resto Angel in this list. Sometimes hes better, sometimes hes not.
Mugging: Great for getting Geist through, but not having Pillar in the main board against Zombies and Aristocrats really really hurts. I originally had Feeling of Dread in here along with Pillar and figured I could save some slots if I threw the 2 effects together in one card. It's been great sometimes, but sometimes I want that Pillar so bad.
Well thats it in a nutshell. Like I said, I'm trying to prepare for a 5k so input is appreciated. I'm testing a lot...and this has been doing pretty darn good mostly. I'm torn between this and my Esper list, but I feel like this favors the competitive meta slightly more.
I like the basic idea behind this list, going for more midrange over flash. I do agree in that it is well positioned in this meta, however I think there are some cards you may be overlooking.
The absence of Supreme Verdict in both the sideboard an maindeck is interesting. It's a really good card with all the aggro being played, and Boros Reckoner should be a 4-of for the same reason if you choose to run him. Reckoner is a roadblock against aggro, once you've landed him they don't like to attack.
Stromkirk Noble is an aggro card. It has little place in a midrange deck. You could run UWR Aggro, based around red splashing both of the other colors for GoST. But in this deck, Noble is not very good. He's a bad card on any turn besides turn 1, and a horrible top deck late game.
Sphinx's Revelation is a card that, on paper, makes sense to cut for the type of deck you went for. However, in testing, the card is amazing. I will always play 2-3 in this deck.
I like how you cut Resto, even though it's really good. I personally don't run restoration angel in my version, and it's worked fine. I don't like ghost quarter main deck though. You can't afford to set yourself back a land drop.
All of this is just my two cents. I'll post a list if anyone's interested.
Thank you for the response! The list is close to being finalized (may have to tweak it to have something against turbo fog), but there are certainly changes that can be made. As for your concerns:
You're right about the Supreme Verdicts. There should be at least 1-2 in the side. There are time's where I may need to be the control deck in the matchup and Verdict should help when I have to play that role.
Stromkirk Noble is no more an aggro card than is Boros Reckoner or Searing Spear. Yes he is a horrible top deck late game, but all 1 drops are that way. The reason you run 1 drops despite this draw back, is that they do so much for you in the early game that the reward is worth the risk. I'm basically using him as a Delver, and in that regard he has been pretty dang good. I initially started out without any Reckoners and my only 3 drop was Geist. But with games where I didn't get him early, the game would last too long and I would die to the Sphinx's Rev and Thragtusk decks. So I felt more early threats were necessary to minimize the amount of games like that.
Sphinx's Revelation is an amazing card no doubt. I just don't think it fits this strategy. Piotr Wald in GP Verona showed everyone that UWR can win without Sphinx's Revelations or Supreme Verdict in the main board.
I've got that reaction a lot from people concerning Ghost Quarter, but so far it has been good enough to not consider cutting. It's a card I have been keeping a close eye on since I do understand the risks involved. Sometimes it destroys a Cavern or Wolf Run, other times it's just a colorless mana. If losing that land drop is really gonna hurt you that bad its not like you have to crack it's ability. It can also save me from Drownyard control decks.
I would like to see a list of yours...I mean thats what the thread is for right?
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Current standard decks:
Gruul Aggro
EDH General:
Sydri, Galvanic Genius
Modern
Jeskai Control
Jeskai Midrange
Affinity
Esper Teachings
Tribal Zoo
I think if you really want to play a list without revelations, you'll have to max out cards like snapcasters and boros charm. You're pretty much playing a burn deck that revolves around Geist of Saint Traft as your main win condition. Adding thought Scour in the deck would be nice because its a cheap 1 mana cantrip and it speeds up your deck.
I would reconsider the Ghost Quarter plan. GQ is a good card against utility lands but the goal of the deck is to end games quickly. I would rather play something much more aggressive like Slayer's Stronghold in it's place.
Lastly, I know you don't like Restoration Angel in this deck, but imo it's one of the reasons why you are playing white. It's a must have in the deck.
I don't feel like playing Stromkirk in this kind of mana base. It's hard to play him on turn 1 considering you only have 7 red shocks and 0 mountains in the deck.
Thank you for the response! The list is close to being finalized (may have to tweak it to have something against turbo fog), but there are certainly changes that can be made. As for your concerns:
You're right about the Supreme Verdicts. There should be at least 1-2 in the side. There are time's where I may need to be the control deck in the matchup and Verdict should help when I have to play that role.
Stromkirk Noble is no more an aggro card than is Boros Reckoner or Searing Spear. Yes he is a horrible top deck late game, but all 1 drops are that way. The reason you run 1 drops despite this draw back, is that they do so much for you in the early game that the reward is worth the risk. I'm basically using him as a Delver, and in that regard he has been pretty dang good. I initially started out without any Reckoners and my only 3 drop was Geist. But with games where I didn't get him early, the game would last too long and I would die to the Sphinx's Rev and Thragtusk decks. So I felt more early threats were necessary to minimize the amount of games like that.
Sphinx's Revelation is an amazing card no doubt. I just don't think it fits this strategy. Piotr Wald in GP Verona showed everyone that UWR can win without Sphinx's Revelations or Supreme Verdict in the main board.
I've got that reaction a lot from people concerning Ghost Quarter, but so far it has been good enough to not consider cutting. It's a card I have been keeping a close eye on since I do understand the risks involved. Sometimes it destroys a Cavern or Wolf Run, other times it's just a colorless mana. If losing that land drop is really gonna hurt you that bad its not like you have to crack it's ability. It can also save me from Drownyard control decks.
I would like to see a list of yours...I mean thats what the thread is for right?
I'll take your word for stromkirk noble. He doesn't seem to fit for me, but if he works for you, go for it.
Also, Noble is more aggro than Reckoner. Reckoner, if played defensively, will stop aggro, whereas Noble is exclusively aggro.
Thinking of trying something a little more mainstream, been fooling around with silly rogue decks for awhile now. Still, can't bring myself to netdeck without changing anything...
Faerie Imposter is a cheap flying beater that lets us repeatedly abuse Snapcaster, Skyknight, or Resto Angel (also fits nicely into the creature curve, which goes perfectly from 1-5, although it won't come down on turn one, obviously). Skyknight has potential to be a real threat, I think, considering it's 3 power on a flying body for 3, and shuts down a defender or a _planeswalker_ for a turn. The big concern with him is the prevalence of Lingering Souls tokens and the rise of Izzet Staticaster, but I'm willing to give him a shot, considering the synergy with my other dudes.
The instants and sorceries follow a pretty standard philosophy, providing control, tempo, and draw, with a bit of added punch for removal concerns. The lack of non-damage-based lasting removal makes Boros Reckoner a bit scary, but on the other hand we can just fly over him, or Azorius Charm him if we can't take the damage (or Azorius Charm our own creatures to have lifelink to negate the damage...have I mentioned how amazing that Charm is?). I decided to go a little faster and more focused with the counterspells than I usually do, possibly because of the addition of Izzet Charm's first mode, but couldn't resist throwing Dissipate into the sideboard.
Jace is in the side for the alt-win-con when necessary. Since I have a vested interest in recycling my own yard, I went with Purify the Grave for my reanimation-hate needs instead of the more obvious Rest In Peace catch-all solution. Pillar of Flame will also help with undying, if necessary. And of course, a one-of Psychic Spiral to protect against mill.
Speaking of which! I was at a tourney this weekend that gave me a whole new level of respect for Witchbane Orb in the current meta. The curse destruction is rarely going to be relevant, but hexproof? SO USEFUL! Goodbye, mill strategies. So long, Boros Reckoner/Blasphemous Act combo! Up yours, Liliana of the Veil's...well, almost everything =D
Finally, from the department of hilarious but true scenarios...if an opponent is playing the Boros Reckoner/Blasphemous Act combo, having a Witchbane Orb out not only protects you, but is highly likely to guarantee the opponent will have to dome himself for 13, since the retribution trigger on Reckoner is mandatory. I saw a turbo fog player force his opponent to ping himself multiple times at said event because he was the only legal target on the field
I turned my UWR Flash list into more of a 4 color Mid range deck with the splashing of black. It allows for an elaborate sideboard, allows for playing Forbidden Alchemy, Rakdos Return, Olivia,Obzedat and other options.
It still has a UWR Flash feel with the Reckonors,harvest pyre and blasphemous acts. I still keep 3 Restoration Angels, I only ever played 2 Snapcasters and I kept those. I dropped Thought Scour and picked up 2 Forbidden Alchemy well retaining most of the other draw/loot mechanics. Black also allows for the flashback of Alchemy for even deadly Harvest Pyres and better dig late game.
I personally always felt thought scours and the lot were to slow against Mid range and it was always my worst matchup/next to Esper of course. I never liked Geist of St. and couldn't get my hands on Thundermaw so this is where the list came about.
Planeswalker Slot
I like rolling with at least a 1 of in the Planeswalker slot in most of my decks. I chose Gideon for mid range matchups and he isn't that bad against Control either. There have been many times where I will drop Gideon +1 him up to 8 and then swing in next turn with Azorius charm/Boros charm or a combination of the two. Also very good for +1 pre board wipes. I am open to a Liliana event though the mana can be tough. My go to if not for Gideon would probably be Jace AoT.
There is also a possibility this slot could better be used for another Legendary Creature or consistent Draw/Removal spell but I still want to try a 1 of Planeswalker.
Another Aurelia, Olivia or Cyclonic Rift main board are things I would consider.
Sideboard:
I'm not going to go over the conventional sideboard but mainly what the black brings in.
I get:
2 Slaughter Games (Mid range/Animator and Control matchups)
2 Obzedat (Control/Some Mid range matchups)
1 Nicol Bolas (Control and some Mid range Matchups)
I feel like Slaughter Games saves a lot of normally MUST NEED SLOTS for conventional UWR sideboards. Obzedat is an amazing card vs control and with the inevitability of longer games the ability to sand bag an Obzedat with Counterflux is top notch.
Nicol Bolas is a little more of a stretch, I have a definitive 13 slots in my sideboard with Nicol Bolas and either an Obzedat or a Cyclonic Rift being a toss up spot.
Results:
I have gone 4-0 at 2 FNMs so far and a 3 and 1 at a random tuesday tournament with a lot of cockatrice testing. Still up for some changes, primarily on the sideboard. I feel my aggro matchup is pretty good ergo why my sideboard is a little slack on that, which is where I may be losing the 2nd Obzedat or Nicol Bolas if Aggro proves to be a problem in the future/testing. Any recommendations are appreciated.
Pending Changes:
Very Open to possibly getting another Aurelia or putting in my 2nd Olivia.
The possibility of making my 1 of Planeswalker slot something else possibly a Liliana or Jace Architect of Thought.
Closing:
I know I could be going a bit overboard and reshaping the deck to where it is a bit in between but I am still willing to test and hope others do as well. This could just be a stretch with the black to help my matchups against decks that maybe my skill has been losing for me. I just started playing 2 months ago after a few year break so I am all for the fact that I still may make a lot of mistakes but I feel like this could be something here.
Just a crazy idea I had that I'm going to test. I figure that since with UWr Flash, you get to see so many cards, diversifying your answers seems like a good idea, and I wanted to see how far I could push the envelope. All the burn numbers and counter numbers still add up the same, but every card does something a little different, which when paired with thought scour should give your more options.
The only thing I'm not sure of so far, is that it makes Augur decisions a lot harder if you have to choose between 3 different one-ofs. I don't know if that's a flaw in deck design, or if you can always make an optimal choice.
I also thought about running a Warleader's helix, but I don't like the idea of not being able to kill a thundermaw hellkite.
I just started attending FNM tournaments the past couple of months. I started after Gatecrash came out and i rolled in with a mill deck. I severely underestimated the level of competition at the FNM and walked away very bruised. Now, I've gotten serious! I happened to have a playset of Snapcasters... and so the foundation for this deck was started. A couple of weeks later here is where we are.
*Note* I will be adding in DGM cards, but left them out for this list as I don't like to include cards in my deck until I have them in my hand.
Turn and Burn
Council of the Absolute (SB)
Render Silent
Something I put together four hours ago. Hoping some players here might tear it apart and give me a better idea of how to tweak it. The Turn//Burn are actually searing spears at the present time but I believe if I do need 3 damage to a creature 3x mizzium mortars from the sideboard will do just fine as it is. I havent seen Sphinx's revelation at all to say if it is a useful card in the deck (But the bonfire of the damned that became unsummons 3 and 4 I saw all the time FML), but I dont think I would feel comfortable without some manner of hand upkeep outside of think twice.
Decks I have in my bag of tricks- Needless to say, someone who wants to play will probably have a deck UB/x Faeries UR Storm XURWB Affinity G Elves UW control
This is where i'm at currently with UWR Control. I have had horrible luck recently with this last GPT with an 0-2 drop due to amazing top decks(opponents admit this to me), and even worse having to draw games against 2 control mirrors due to opponents not know when to concede in a mirror when they clearly don't have an out to an aetherling and 5 open U sources, and taking forever to plan out their turn after drawing and pass doing nothing.
one card i want to touch on is Catch // Release. It's still in it's Testing phase, but this card turns the game around when you're way behind, and is awesome when you're in a mirror or Midrange variant and they think they have control then you play this haymaker. I've even used catch on a Garruk, Primal hunter when he was on 6 and got the ultimate. Being able to flash it back just makes it gravy.
Remember to use proper deck tags.
When critiquing a deck, remember to make it clear which deck you are addressing, preferably by quoting the post with the decklist.
BGStandard Green AggroGB
UWRGModern Saheeli CobraGRWU
UBRGLegacy StormGRBU
Wizards Certified Rules Advisor
2x Boros Reckoner
4x Geist of St. Traft
3x Snapcaster Mage
2x Thundermaw Hellkite
4x Stromkirk Noble
Instants
4x Azorius Charm
2x Boros Charm
1x Brimstone Volley
1x Dissipate
2x Izzet Charm
3x Searing Spear
4x Syncopate
1x Unsummon
3x Mugging
Lands
3x Clifftop Retreat
3x Ghost Quarter
3x Glacial Fortress
4x Hallowed Fountain
3x Sacred Foundry
4x Steam Vents
4x Sulfur Falls
1x Pithing Needle
4x Tormod's Crypt
2x Detention Sphere
2x Nevermore
2x Dispel
1x Dissipate
3x Pillar of Flame
I wanted to go with a deck that applied pressure early, so a lot of the card choices have to do with helping get the Geist through. In some games though, I had trouble applying that early pressure needed to tempo my way to victory. I thought about adding Delver, but in testing he was very inconsistant. So then I thought about Stromkirk Noble, who I now believe to be simply superior to Delver in the current format as a Tempo creature. Right now...there are TONS and TONS of humans, so he still has some great evasion and he's not dependant on the flip to become a bigger threat. He could potentially grow to be even bigger than Delver all without any further investment. He usually gets to about 3/3 before my opponent finally kills him and thats right on time for the Geist to get online.
I decided to opt out of Sphinx's Revelation, as I was trying for a similar plan to that of Piotr Wald in Grand Prix Verona and focusing more on the mid game. I certainly dont want the game to go past turn 9 or 10. I also decided to cut Restoration Angel entirely, but I may reverse that decision. By itself, the Angel is pretty mediocre as a creature, and that isnt a problem with Boros Reckoner, Geist, or Thundermaw. I still sometimes miss his presence for saving Geist, or sometimes blinking a Thundermaw so I may decide to put him back in.
Cards I may cut:
Boros Reckoner: great for stabilizing against aggro's initial push, most times he wont get blocked, and you can just do a lot of things with him in general. He's been fine, sometimes I wonder if he's really better than Resto Angel in this list. Sometimes hes better, sometimes hes not.
Mugging: Great for getting Geist through, but not having Pillar in the main board against Zombies and Aristocrats really really hurts. I originally had Feeling of Dread in here along with Pillar and figured I could save some slots if I threw the 2 effects together in one card. It's been great sometimes, but sometimes I want that Pillar so bad.
Well thats it in a nutshell. Like I said, I'm trying to prepare for a 5k so input is appreciated. I'm testing a lot...and this has been doing pretty darn good mostly. I'm torn between this and my Esper list, but I feel like this favors the competitive meta slightly more.
Gruul Aggro
EDH General:
Sydri, Galvanic Genius
Modern
Jeskai Control
Jeskai Midrange
Affinity
Esper Teachings
Tribal Zoo
I like the basic idea behind this list, going for more midrange over flash. I do agree in that it is well positioned in this meta, however I think there are some cards you may be overlooking.
The absence of Supreme Verdict in both the sideboard an maindeck is interesting. It's a really good card with all the aggro being played, and Boros Reckoner should be a 4-of for the same reason if you choose to run him. Reckoner is a roadblock against aggro, once you've landed him they don't like to attack.
Stromkirk Noble is an aggro card. It has little place in a midrange deck. You could run UWR Aggro, based around red splashing both of the other colors for GoST. But in this deck, Noble is not very good. He's a bad card on any turn besides turn 1, and a horrible top deck late game.
Sphinx's Revelation is a card that, on paper, makes sense to cut for the type of deck you went for. However, in testing, the card is amazing. I will always play 2-3 in this deck.
I like how you cut Resto, even though it's really good. I personally don't run restoration angel in my version, and it's worked fine. I don't like ghost quarter main deck though. You can't afford to set yourself back a land drop.
All of this is just my two cents. I'll post a list if anyone's interested.
Currently Playing:
Standard:
NOTHING
Modern:
Mono W Death and Taxes
Affinity
Legacy:
Manaless Dredge
Commander:
Derevi, Empyrial Tactician
Generation 9: The first time you see this, copy and paste it into your sig and add 1 to the generation. Social experiment
You're right about the Supreme Verdicts. There should be at least 1-2 in the side. There are time's where I may need to be the control deck in the matchup and Verdict should help when I have to play that role.
Stromkirk Noble is no more an aggro card than is Boros Reckoner or Searing Spear. Yes he is a horrible top deck late game, but all 1 drops are that way. The reason you run 1 drops despite this draw back, is that they do so much for you in the early game that the reward is worth the risk. I'm basically using him as a Delver, and in that regard he has been pretty dang good. I initially started out without any Reckoners and my only 3 drop was Geist. But with games where I didn't get him early, the game would last too long and I would die to the Sphinx's Rev and Thragtusk decks. So I felt more early threats were necessary to minimize the amount of games like that.
Sphinx's Revelation is an amazing card no doubt. I just don't think it fits this strategy. Piotr Wald in GP Verona showed everyone that UWR can win without Sphinx's Revelations or Supreme Verdict in the main board.
I've got that reaction a lot from people concerning Ghost Quarter, but so far it has been good enough to not consider cutting. It's a card I have been keeping a close eye on since I do understand the risks involved. Sometimes it destroys a Cavern or Wolf Run, other times it's just a colorless mana. If losing that land drop is really gonna hurt you that bad its not like you have to crack it's ability. It can also save me from Drownyard control decks.
I would like to see a list of yours...I mean thats what the thread is for right?
Gruul Aggro
EDH General:
Sydri, Galvanic Genius
Modern
Jeskai Control
Jeskai Midrange
Affinity
Esper Teachings
Tribal Zoo
I would reconsider the Ghost Quarter plan. GQ is a good card against utility lands but the goal of the deck is to end games quickly. I would rather play something much more aggressive like Slayer's Stronghold in it's place.
Lastly, I know you don't like Restoration Angel in this deck, but imo it's one of the reasons why you are playing white. It's a must have in the deck.
I don't feel like playing Stromkirk in this kind of mana base. It's hard to play him on turn 1 considering you only have 7 red shocks and 0 mountains in the deck.
3 Snapcaster Mage
4 Restoration Angel
2 Aurelia, the Warleader
4 Azorius Charm
3 Think Twice
3 Sphinx's Revelation
3 Searing Spear
2 Pillar of Flame
1 Essence Scatter
1 Izzet Charm
2 Dissipate
1 Rewind
1 Cyclonic Rift
1 Supreme Verdict
4 Hallowed Fountain
4 Glacial Fortress
4 Steam Vents
4 Sulfur Falls
2 Sacred Foundry
4 Clifftop Retreat
2 Island
2 Cavern of Souls
3 Dispel
2 Negate
2 Thundermaw Hellkite
3 Clone
2 Purify the Grave
3 Supreme Verdict
This is where I am so far. I feel like the deck is weaker to Esper than previous versions. Reanimator is 40/60 Game 1 and 50/50 games 2 and 3.
Junk Reanimator:
-3 Augur of Bolas
-3 Searing Spear
-2 Pillar of Flame
-1 Izzet Charm
+2 Thundermaw Hellkite
+3 Clone
+2 Purify the Grave
+2 Supreme Verdict
I'll take your word for stromkirk noble. He doesn't seem to fit for me, but if he works for you, go for it.
Also, Noble is more aggro than Reckoner. Reckoner, if played defensively, will stop aggro, whereas Noble is exclusively aggro.
Anyways, here's my list:
4 Snapcaster Mage
4 Geist of Saint Traft
4 Boros Reckoner
2 Aurelia, the Warleader
Planeswalkers:
2 Gideon, Champion of Justice
Instants/Sorceries:
3 Sphinx's Revelation
3 Azorius Charm
2 Izzet Charm
3 Searing Spear
1 Blasphemous Act
3 Mizzium Mortars
1 Supreme Verdict
2 Thought Scour
2 Dissipate
3 Hallowed Fountain
4 Sacred Foundry
4 Steam Vents
4 Glacial Fortress
3 Sulfur Falls
2 Clifftop Retreat
1 Slayers' Stronghold
1 Island
1 Mountain
1 Plains
3 Supreme Verdict
3 Izzet Staticaster
3 Feeling of Dread
2 Angel of Serenity
2 Witchbane Orb
2 Rest in Peace
Would be interested in hearing people's opinions on my resto-less list.
Currently Playing:
Standard:
NOTHING
Modern:
Mono W Death and Taxes
Affinity
Legacy:
Manaless Dredge
Commander:
Derevi, Empyrial Tactician
Generation 9: The first time you see this, copy and paste it into your sig and add 1 to the generation. Social experiment
Feedback welcome!
4x Hallowed Fountain
4x Glacial Fortress
3x Sacred Foundry
3x Clifftop Retreat
3x Steam Vents
3x Sulfur Falls
1x Slayer's Stronghold
1x Moorland Haunt
1x Desolate Lighthouse
1x Ghost Quarter
4x Faerie Imposter
4x Snapcaster Mage
4x Lyev Skyknight
4x Restoration Angel
4x Thundermaw Hellkite
Spells (16):
4x Searing Spear
4x Azorius Charm
4x Izzet Charm
2x Negate
2x Essence Scatter
3x Purify the Grave
4x Pillar of Flame
3x Dissipate
2x Witchbane Orb
1x Psychic Spiral
2x Jace, Memory Adept
Some questionable stuff, I know.
Faerie Imposter is a cheap flying beater that lets us repeatedly abuse Snapcaster, Skyknight, or Resto Angel (also fits nicely into the creature curve, which goes perfectly from 1-5, although it won't come down on turn one, obviously). Skyknight has potential to be a real threat, I think, considering it's 3 power on a flying body for 3, and shuts down a defender or a _planeswalker_ for a turn. The big concern with him is the prevalence of Lingering Souls tokens and the rise of Izzet Staticaster, but I'm willing to give him a shot, considering the synergy with my other dudes.
The instants and sorceries follow a pretty standard philosophy, providing control, tempo, and draw, with a bit of added punch for removal concerns. The lack of non-damage-based lasting removal makes Boros Reckoner a bit scary, but on the other hand we can just fly over him, or Azorius Charm him if we can't take the damage (or Azorius Charm our own creatures to have lifelink to negate the damage...have I mentioned how amazing that Charm is?). I decided to go a little faster and more focused with the counterspells than I usually do, possibly because of the addition of Izzet Charm's first mode, but couldn't resist throwing Dissipate into the sideboard.
Jace is in the side for the alt-win-con when necessary. Since I have a vested interest in recycling my own yard, I went with Purify the Grave for my reanimation-hate needs instead of the more obvious Rest In Peace catch-all solution. Pillar of Flame will also help with undying, if necessary. And of course, a one-of Psychic Spiral to protect against mill.
Speaking of which! I was at a tourney this weekend that gave me a whole new level of respect for Witchbane Orb in the current meta. The curse destruction is rarely going to be relevant, but hexproof? SO USEFUL! Goodbye, mill strategies. So long, Boros Reckoner/Blasphemous Act combo! Up yours, Liliana of the Veil's...well, almost everything =D
Finally, from the department of hilarious but true scenarios...if an opponent is playing the Boros Reckoner/Blasphemous Act combo, having a Witchbane Orb out not only protects you, but is highly likely to guarantee the opponent will have to dome himself for 13, since the retribution trigger on Reckoner is mandatory. I saw a turbo fog player force his opponent to ping himself multiple times at said event because he was the only legal target on the field
4 Hallowed Fountain
3 Sulfur Falls
3 Steam Vents
3 Clifftop Retreat
2 Godless Shrine
2 Watery Grave
4 Blood Crypt
4 Boros Reckoner
3 Restoration Angel
2 Snapcaster Mage
1 Olivia Voldaren
1 Aurelia, the Warleader
1 Harvest Pyre
4 Azorius Charm
3 Searing Spear
3 Sphinx's Revelation
2 Boros Charm
1 Think Twice
2 Forbidden Alchemy
2 Dissipate
1 Izzet Charm
Sorcery: 4
1 Mizzium Mortars
1 Rakdos's Return
1 Supreme Verdict
1 Blasphemous Act
1 Jace, Memory Adept
1 Psychic Spiral
2 Tormod's Crypt
2 Counterflux
2 Slaughter Games
2 Izzet Staticaster
2 Obzedat, Ghost Council
1 Nicol Bolas, Planeswalker
1 Cyclonic Rift
1 Witchbane Orb
Summary and Key Changes:
I turned my UWR Flash list into more of a 4 color Mid range deck with the splashing of black. It allows for an elaborate sideboard, allows for playing Forbidden Alchemy, Rakdos Return, Olivia,Obzedat and other options.
It still has a UWR Flash feel with the Reckonors,harvest pyre and blasphemous acts. I still keep 3 Restoration Angels, I only ever played 2 Snapcasters and I kept those. I dropped Thought Scour and picked up 2 Forbidden Alchemy well retaining most of the other draw/loot mechanics. Black also allows for the flashback of Alchemy for even deadly Harvest Pyres and better dig late game.
I personally always felt thought scours and the lot were to slow against Mid range and it was always my worst matchup/next to Esper of course. I never liked Geist of St. and couldn't get my hands on Thundermaw so this is where the list came about.
Planeswalker Slot
I like rolling with at least a 1 of in the Planeswalker slot in most of my decks. I chose Gideon for mid range matchups and he isn't that bad against Control either. There have been many times where I will drop Gideon +1 him up to 8 and then swing in next turn with Azorius charm/Boros charm or a combination of the two. Also very good for +1 pre board wipes. I am open to a Liliana event though the mana can be tough. My go to if not for Gideon would probably be Jace AoT.
There is also a possibility this slot could better be used for another Legendary Creature or consistent Draw/Removal spell but I still want to try a 1 of Planeswalker.
Another Aurelia, Olivia or Cyclonic Rift main board are things I would consider.
Sideboard:
I'm not going to go over the conventional sideboard but mainly what the black brings in.
I get:
2 Slaughter Games (Mid range/Animator and Control matchups)
2 Obzedat (Control/Some Mid range matchups)
1 Nicol Bolas (Control and some Mid range Matchups)
I feel like Slaughter Games saves a lot of normally MUST NEED SLOTS for conventional UWR sideboards. Obzedat is an amazing card vs control and with the inevitability of longer games the ability to sand bag an Obzedat with Counterflux is top notch.
Nicol Bolas is a little more of a stretch, I have a definitive 13 slots in my sideboard with Nicol Bolas and either an Obzedat or a Cyclonic Rift being a toss up spot.
Results:
I have gone 4-0 at 2 FNMs so far and a 3 and 1 at a random tuesday tournament with a lot of cockatrice testing. Still up for some changes, primarily on the sideboard. I feel my aggro matchup is pretty good ergo why my sideboard is a little slack on that, which is where I may be losing the 2nd Obzedat or Nicol Bolas if Aggro proves to be a problem in the future/testing. Any recommendations are appreciated.
Pending Changes:
Very Open to possibly getting another Aurelia or putting in my 2nd Olivia.
Potential of more board sweepers especially Merciless Eviction
The possibility of making my 1 of Planeswalker slot something else possibly a Liliana or Jace Architect of Thought.
Closing:
I know I could be going a bit overboard and reshaping the deck to where it is a bit in between but I am still willing to test and hope others do as well. This could just be a stretch with the black to help my matchups against decks that maybe my skill has been losing for me. I just started playing 2 months ago after a few year break so I am all for the fact that I still may make a lot of mistakes but I feel like this could be something here.
The only thing I'm not sure of so far, is that it makes Augur decisions a lot harder if you have to choose between 3 different one-ofs. I don't know if that's a flaw in deck design, or if you can always make an optimal choice.
I also thought about running a Warleader's helix, but I don't like the idea of not being able to kill a thundermaw hellkite.
3 Snapcaster Mage
4 Boros Reckoner
3 Restoration Angel
4 Azorius Charm
4 Thought Scour
3 Sphinx's Revelation
1 Think Twice
1 Harvest Pyre
1 Turn
1 Searing Spear
1 Pillar of Flame
1 Rapid Hybridization
1 Supreme Verdict
1 Izzet Charm
1 Dissipate
1 Counterflux
1 Rewind
4 Hallowed Fountain
4 Glacial Fortress
4 Steam Vents
4 Sulfur Falls
2 Sacred Foundry
4 Clifftop Retreat
2 Island
2 Izzet Staticaster
1 Electrickery
1 Pillar of Flame
2 Dispel
2 Negate
1 Oblivion Ring
1 Supreme Verdict
3 Purify the Grave
2 Jace, Memory Adept
*Note* I will be adding in DGM cards, but left them out for this list as I don't like to include cards in my deck until I have them in my hand.
Turn and Burn
Council of the Absolute (SB)
Render Silent
4 Snapcaster Mage
4 Boros Reckoner
2 Restoration Angel
2 Geist of Saint Traft
Instants:
2 Syncopate
1 Dissipate
3 Sphinx's Revelation
2 Searing Spear
4 Azorious Charm
2 Boros Charm
2 Unsummon
1 Electrickery
1 Essence Scatter
2 Counterflux
2 Think Twice
1 Blasphemous Act
1 Supreme Verdict
1 Pillar of Flame
Lands
1 Plain
3 Sacred Foundry
4 Hallowed Fountain
4 Steam Vents
4 Glacial Fortress
4 Sulfur Falls
3 Clifftop Retreat
2 Purify the Grave
2 Clone
2 Supreme Verdict
2 Blind Obedience
1 Electrickery
1 Harvest Pyre
1 Nevermore
2 Hellrider
1 Pillar of Flame
1 Pithing Needle
I'll add some card defense later, but I wanted to get some input on the general make-up of the deck.
Creatures---14
3 Restoration Angel
4 Boros Reckoner
4 Geist of Saint Traft
3 Snapcaster Mage
2 Supreme Verdict
3 Sphinx's Revelation
2 Counterfluz
4 Turn//Burn
3 Think Twice
4 Azorius Charm
4 Unsummon
3 Glacial Fortress
4 Sulfur Falls
4 Hallowed Fountain
1 Sacred Foundry
4 Steam Vents
1 Slayer's Stronghold
1 Island
1 Plains
1 Mountain
2 Thundermaw Hellkite
2 Jace, Memory Adept
3 Rest In Peace
1 Supreme Verdict
3 Mizzium Mortars
1 Dissipate
2 Boros Charm
1 Negate
UB/x Faeries
UR Storm
XURWB Affinity
G Elves
UW control
one card i want to touch on is Catch // Release. It's still in it's Testing phase, but this card turns the game around when you're way behind, and is awesome when you're in a mirror or Midrange variant and they think they have control then you play this haymaker. I've even used catch on a Garruk, Primal hunter when he was on 6 and got the ultimate. Being able to flash it back just makes it gravy.
1 Cavern of Souls
4 Clifftop Retreat
1 Desolate Lighthouse
4 Glacial Fortress
4 Hallowed Fountain
2 Island
2 Sacred Foundry
4 Steam Vents
4 Sulfur Falls
//Spells
4 Azorius Charm
3 Dissipate
1 Essence Scatter
3 Pillar of Flame
3 Searing Spear
4 Sphinx's Revelation
4 Supreme Verdict
2 Syncopate
1 Tamiyo, the Moon Sage
2 Think Twice
2 Turn // Burn
3 Snapcaster Mage
2 Ætherling
1 Wear // Tear
3 Izzet Staticaster
2 Negate
1 Dispel
2 Renounce the Guilds
1 Pithing Needle
1 Jace, Memory Adept
1 Catch // Release
1 Niv-Mizzet, Dracogenius
2 Clone