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    posted a message on [Primer] UWr Midrange
    UWr Midrange






    Introduction: Why play this deck?

    UWr Midrange (also called Geist of Saint Win after our favorite friendly ghost) is a UWR tempo deck that originated as a "Delverless" version of the WUR Delver deck, when its creator decided that Delver of Secrets couldn't handle all of the good removal that Modern has to offer. Thus, UWr Midrange was born.

    If you like a deck that is highly interactive and has answers to a lot of things, or if you are just downright competitive, this could be the deck for you. It has had tons of success lately and is regarded by many as currently the best deck in the format. Unfortunately because of the deck's success and popularity the price has gone up pretty quickly, so if you're looking to build on a budget, you may be best looking elsewhere.


    Card choices

    Creatures

    Geist of Saint Traft
    Your MVP of the deck. Geist is an incredibly efficient threat that is also very difficult to remove once in play. Sticking a Geist turn 3 with some removal backup will mean a win in many cases. It is legendary, but most lists still run 4 because it is just that good. A lot of times you will ride to victory on the back of Geist alone.

    Snapcaster Mage
    The other core creature of the deck, Snappy is almost always played as a 4-of as well. With all of the great cheap removal/burn/counters that we play, this is the perfect deck for Snap to shine in. He doesn't require a lot of explanation; you get to reuse your spells and get a 2/1 body to boot. Sounds good to me.

    Restoration Angel
    I'm honestly not sure what Wizards was thinking when they printed this card. She saves your Geists from combat damage, saves your other guys from targeted removal, and abuses ETB effects, together with a 3/4 flying body. All of this for a mana cost of 3W. For these reasons almost all builds run at least 2 Angels.

    Vendilion Clique
    Here's where we finally run into a little bit of debate. While the majority of lists run Clique, there are a few compelling reasons not to. Clique is one of those cards that shines in certain matchups but is downright bad in others. It is awesome against combo for sure, but terrible in the mirror (you don't wanna be playing X/1's against any deck running Electrolyze). If you are going into an unknown or fairly "normal" meta, I'd say run a couple of Cliques, but if you know your meta is heavy with UWR Midrange or Control then I'd probably skip it.

    The above 4 creatures are the most commonly run, but there are others that deserve a look as well:

    Kitchen Finks
    Finks is great against any kind of aggro. With Restoration Angel you can "reset" a Finks with a -1/-1 counter on it, having it gain you a net total of 8 life instead of 4. Pretty sweet for a CMC of 3. I'd avoid it against any deck playing Path to Exile however. A lot of people (myself included) don't run Finks in the main but have a few in the SB for aggro matchups.

    Aven Mindcensor
    This is really underrated card in my opinion. It straight up stops Pod, Tron, Gift Control and Scapeshift decks in the their tracks, and is very good against any deck running lots of fetches. Not to mention it can beat through the air as well. I run two of these main board.

    Thundermaw Hellkite
    Run as a one of in many builds, Hellkite is a really great curve topper, particularly against decks that run Lingering Souls.


    Other spells

    Lightning Bolt
    The classic burn spell, 3 damage for 1 mana, not much to be said here. Removes creatures and can be a finished shot to the dome.

    Path to Exile
    The best creature removal in Modern. Exiles any creature for 1 mana. The drawback is not too bad either. Considering all of the creatures with "dies" effects that people run (Finks, Wurmcoil Engine, etc) path is indispensable in the current format.

    Electrolyze
    At best it will kill two of their creatures and draw you a card. At worst, it's 2 to their head and a card. No matter which way you spin it, Electrolyze is a very versatile tempo spell that fits the philosophy of our deck perfectly. It's an absolute powerhouse against Lingering Souls and Affinity.

    Remand
    For a tempo deck this is the best counter spell we can run. Cantrips and slows down the opponent; another card that is perfect for this deck.

    Mana Leak
    It's pretty much always a hard counter in the early game. Late game it loses power significantly, but still a very good counter to run.

    Spell Snare
    Notable 2 CMC spells in Modern: Tarmogoyf, Dark Confidant, Snapcaster Mage, Cranial Plating, the list goes on and on. Stopping all of these spells for one mana is really nice. Also, Snare is great for winning "counter wars" as it hits both Remand and Mana Leak.

    Lightning Helix
    A 6 life swing is very nice for 2 mana. It's the second best burn available to us after Lightning Bolt, and the lifegain really helps against aggro and to offset life loss from shocklands.

    Cryptic Command
    Seen in more control-oriented builds, Cryptic is extremely versatile and a force to be reckoned with. Run a couple if you'd like, but most lists don't. This is really a personal choice.

    Izzet Charm
    Another card that is seen in some builds, the upside is that it has 3 options, the downside is that none are particularly great. Run a couple if you want the versatility.

    Mana base

    Celestial Colonnade
    This man land is an awesome late game beater, and early game it helps color fixing by providing both U and W. The activation cost is a little high, but it has vigilance so you can tap it for mana later. All around just a great late game threat as it survives sweepers and Abrupt Decay.

    Shocklands (Hallowed Fountain, Steam Vents, Sacred Foundry)
    The color fixers of choice in Modern, as they can be fetched and only have a slight initial drawback. Having access to blue mana is critical, so most lists run 2 Fountains, 2 Vents, and 1 Foundry.

    Fetchlands (Scalding Tarn, Arid Mesa, Misty Rainforest)
    You'll want to run at least 6-8 of these to fix your colors. I personally run 9, but the exact number is not extremely important. The more fetches you have the more consistent your mana base will be but at a certain point it starts to become somewhat suicidal as the life loss does add up.

    Checklands (Sulfur Falls, Glacial Fortress)
    A good supplement to shock lands for color fixing; once you have a shock land in play these will always ETB untapped.

    Tectonic Edge
    In a format where Tron decks and manlands are popular, it's good to have something that can deal with them. Though it's no Wasteland by any means, Tec Edge still gets the job done when needed.

    Eiganjo Castle
    Most lists run this as a one of, its purpose is to save Geist or Clique when necessary. Quite useful.

    Sideboard options
    Luckily for us, the colors red, blue, and white have access to some of the best sideboard options out there.

    Kitchen Finks
    As mentioned before, if you aren't running these main, you'll want a couple in the board as they help aggro matchups a ton.

    Stony Silence
    Affinity and Eggs are decks. Stony Silence shuts them down completely. It is also good against GR Tron, as without working Expedition Maps and Chromatic Stars/Spheres, it is really tough for them to execute their game plan. Against Mono Blue Tron it stops Mindslaver and their Talismans (which may be their only source of blue mana).

    Rest in Peace
    The most powerful and absolute grave hate out there, it completely clears out all graves and stops anything from going in for as long as it's on the battlefield. RiP stops decks like DredgeVine and Reanimator, turns Goyfs into useless 0/1s, and stops any combo that relies on graveyards at all (e.g. Melira Pod). If you bring in these you probably want to board out Snapcaster as it's kind of useless with RiP in play.

    Supreme Verdict/Wrath of God
    Sweepers are good against any kind of all in aggro deck like Gruul Zoo or Affinity. Be careful though because you don't really want your Geists to die unless absolutely necessary.

    Celestial Purge
    Unconditional exile stops Splinter Twin and Kiki Pod combos, and is great against any black or red deck.

    Combust
    Another great removal card to stop Splinter Twin and Kiki Pod, with the extra benefit of being uncounterable.

    Sowing Salt
    Resolving this against Tron or Scapeshift means good game a lot of the time. Downside is its high mana cost.

    Spell Pierce/Negate
    Great counters against combo when you aren't worried so much about creatures.

    Engineered Explosives
    Another nice fast sweeper that's strong against aggro.

    Sample Decklists
    Posted in: Midrange
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  • 1

    posted a message on State of Modern Thread: bans, format health, metagame, and more! (3/13 update)
    Death's Shadow decks are tempo decks. I know it's weird to think of a deck without blue and with tempo-negative plays like Thoughtseize and IoK as a tempo deck, but it is. Cheap aggressive threats + cheap disruption = tempo.
    Posted in: Modern Archives
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    posted a message on State of Modern Thread: bans, format health, metagame, and more! (3/13 update)
    Quote from cfusionpm »
    Quote from motleyslayer »
    anyone have Gerard fabiano's list from GP San Antonio?

    Any list and any results from this GP should be taken with GIGANTIC grains of salt. Team Unified forces players to artificially diversify their decks and places arbitrary restrictions on deck choices and construction. Players are playing sub-optimal lists and making sub-optimal deck choices because no cards can repeat. Do you really think that people would be playing Grixis Control by choice? Or just because that's what's leftover after someone builds a BGx shell and a some colorless shell (Eldrazi/Tron/Affinity)?


    I mean, Reid Duke is playing Death's Shadow Abzan instead of Death's Shadow Jund so that Owen could play Grixis Control. It seems like they do think the deck had merit. Otherwise they would have used that slot on Merfolk, or Burn or something.
    Posted in: Modern Archives
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    posted a message on State of Modern Thread: bans, format health, metagame, and more! (3/13 update)
    Quote from Lord Seth »
    Quote from FZA »
    Quote from cfusionpm »
    Modern is not short on things that are miserable to play against.

    That being said, I argue that Jace is not only safe, he's so weak in the current meta, he will do nothing to help blue and set back another year of "can't give blue more tools." Functionally, he's no different than Nahiri, and she is only an alternate win condition for Moon/Chalice/Bridge prison lock decks that don't want to solely rely on Koth. She's been terrible in blue shells since about a month or two after her breakout weekend because tapping out for a 4 mana walker that still takes multiple turns to win just isn't good enough when opponents have Thoughtseizing 4/4s and 1 mana 10/10s. Jace is not what Modern needs, regardless of whether he is "safe" or not.


    This is a great point, actually, and one I agree with fully. Even if Jace is "safe" in the current meta, it's only because blue is otherwise very weak right now.

    Unbanning a busted card to help a struggling archetype is not a good move.

    The problem is that with Jace in the format, as soon as blue does get the tools everyone has been hoping for (be it counterspell, or some other good answer or whatever), blue decks with Jace become oppressive and Jace has to be re-banned, which would be a complete disaster.
    I strongly disagree. I don't think Jace would be a problem even if Blue was good. I mean, Black would be super powerful even without Liliana, but almost no one has ever suggested banning her.

    You know, it's funny people are so terrified of Jace when the only formats he's ever been shown to be overpowered in are small ones, namely Standard and 4-year Extended, which had substantially smaller card pools and a lower power level.


    I didn't play Standard with Jace or 4-year Extended with Jace so that has nothing to do with my opinion. My opinion comes solely from having lots of experience playing decks with Jace in Legacy, which is of course a much higher power level format than Modern and yet Jace is still extremely powerful there.

    Posted in: Modern Archives
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    posted a message on Temporary 3/13/2017 banlist update discussion thread ("No Changes")
    Quote from ktkenshinx »

    Based on what we do know, I'd say the Twin ban had three goals:

    1. Remove Twin from the format
    2. Improve decks supplanted by Twin ("They can also reduce diversity by supplanting similar decks.")
    3. Improve decks that had bad Twin matchups ("Decks that are this strong can hurt diversity by pushing the decks that it defeats out of competition.")
    (4. Shakeup the PT (not explicitly stated but evidence strongly points to this being one of a few motives))



    I'm pretty sure that while 1-3 were the stated goals, #4 was the one Wizards really cared about. I strongly doubt that right now people at Wizards are lamenting the Twin ban or are displeased with the state of blue decks in Modern. It wasn't mentioned at all in the last banlist update, in which they basically said Modern was in an excellent state.

    I don't think Wizards believes having a blue deck in Tier 1 is necessary. It sucks for Twin players that had their deck banned, but I think it's finally time to move on. The format is otherwise healthy.
    Posted in: Modern Archives
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    posted a message on Current Modern Banlist Discussion (9/26/2016 update - No changes!)
    Quote from ktkenshinx »
    Quote from FZA »
    I don't see why "virtual" turn < 4 wins shouldn't be considered.

    I mean, the whole reason the rule even exists is to prevent "non-games", or to be more precise, games in which one or both players didn't feel like they had the chance to make enough meaningful decisions or plays.

    A game that "virtually" ends on turn 3 is as much of a non-game as one that actually ends on turn 3. If I'm so behind on board to Dredge by turn 3 that I just scoop, that should count as a turn 3 win.

    Imagine if there were a deck that could, consistently, leave the opponent with no cards in hand and no permanents on the board by the end of turn 3. I think it would be silly to argue against this deck receiving a ban, even though it's not technically ending the game turn 3.


    But how are you measuring this? It can't be arbitrary because Modern is full of decks that "virtually win" in certain early board states. That's true of many formats. You'd have to find some measurement that says "Dredge has this board state in X% of games" and another measurement that says "Dredge ends up winning Y% of those games with that board state." If someone had those numbers, I think that could be a very compelling case. I also haven't seen anything like that so far and suspect no one but Wizards has that data.


    It would have to be subjective, I think. You could easily take Y = 90% or 95%, but there are infinitely many possible board states/situations so it seems like it would be too hard to do the calculation for every "virtually winning" board state and its corresponding value of X.

    How do you define a virtual win then? Well, subjectively, but being smart about it. For example, you could use Huey Jensen's commonly used criterion of "even if Player A could stack his/her deck, Player B would still be very likely win this game". So watch a bunch of matches featuring Dredge, and record the number of times that (a) Dredge actually kills the opponent before turn 3 and (b) the above criterion applies (to the best of your estimate).

    You might not be in love with this method, but lets face it: most bannings in Modern have been largely based on subjective arguments. I think that's pretty much necessary.
    Posted in: Modern Archives
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    posted a message on Current Modern Banlist Discussion (9/26/2016 update - No changes!)
    I don't see why "virtual" turn < 4 wins shouldn't be considered.

    I mean, the whole reason the rule even exists is to prevent "non-games", or to be more precise, games in which one or both players didn't feel like they had the chance to make enough meaningful decisions or plays.

    A game that "virtually" ends on turn 3 is as much of a non-game as one that actually ends on turn 3. If I'm so behind on board to Dredge by turn 3 that I just scoop, that should count as a turn 3 win.

    Imagine if there were a deck that could, consistently, leave the opponent with no cards in hand and no permanents on the board by the end of turn 3. I think it would be silly to argue against this deck receiving a ban, even though it's not technically ending the game turn 3.

    Posted in: Modern Archives
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    posted a message on Current Modern Banlist Discussion (9/26/2016 update - No changes!)
    Or, they could just unban Splinter Twin and make URx playable again. It's a far better solution than unbanning JTMS and making blue decks cost $600 more and still suck, or unbanning Preordain which likely would not have enough impact.

    The reasoning behind the ban is clearly flawed, and we've had enough time to see now that Twin wasn't the reason Jeskai Control, Temur Tempo (lol) etc weren't being heavily played. Those decks just aren't strong enough, and now we have definitive proof.

    URx Snapcaster + Bolt decks have been a pillar of the format since the beginning. It would be a shame if they just allow the entire archetype to die out like this.
    Posted in: Modern Archives
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    posted a message on Current Modern Banlist Discussion (9/26/2016 update - No changes!)
    What disappoints me is the lack of explanation. Instead of just writing "no changes", how about explaining why? They do that when they ban or unban cards, but in some cases a lack of action should also be explained.
    Posted in: Modern Archives
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