Since oath banned, does rector+omni are good replacements? Also good with molting skin, which can get infinite casts for sigil/enchantress and situationally help jenara to survive. Since deck got enough amount of tutors, place enchantreses after omni should not be hard. Also drop/node could help you to kill rector as soon as possible
Also fable of wolf and owl seems good choose as addition to sigil, and vanishing and lost in thought could be strong as "pacifism", how do you think?
Also what are your thoughts about Heliod? He ramping sera sanctum, making dangerous tokens and make all vigilance, which in my opinion pretty good options
Acctually, I'm still do some mistkaes while playing. Most of them are critical. But still minimun 6 for 4 round-tournment are always mine. Now I try ti tune this fecj for BoM in Paris, cause I got some autowins.
Has your strategy been working out well for you?
Game 1 vs Tron is preety tough. I have draw/tutor tribute to hunger + surhical extraction for Emrakul. Also have to deal with Karns and wurmcoils at the same moment. Game 2 If opponent is playing good, he won't play Karn on turn 3 to get mana-leaked, turn 4 - teachings, comandeer, bey. Game 3 preety same.
vs Grixis control. This is almost mirrorr, but for me it is much easier. His plan is preety same as ours - tar pit + ultimatum, but ultimatum is not 1-turn kill, like zenith. So before SB i always win. After SB it is tougher, cause he got Counterfluxes. But He Also have Slaughter games, which i can steal and be highground again.
vs UWRControl. I don't have any problems with aggro/midrange uwr. But this one making problems. So much counterspell and Shafow of Doubts. Also it can become burn at last moment. Strategy here do not allow Ajani to come, and kill opponents hand via discard. Stealling Sphinx's Revelation via Notion thief is gonna be last point.
which only 1/3 of the cards are blue
If count my curve, you'll see that mu deck is 50% blue, 25-25 black-white, so i never have problems with casting it =)
I bealive you do not undestand me... Doesn't it better to deal Emrakul/Kozilek on turn 2 or 5 and having much better sustain in HP, while you have to deal with it via mindreaker trap when it comes?
Also stealing slaughter games against Grixis to take his cryptic commands/counterfluxes is preety huge advantage, don't you think so?
As for Karn, if you steal him at turn 4, you just start ruin tron.
Same for Ajani agasint UWR-control. IF you can protect him from bolts this is win. Am I wrong?
For example, this is the list I've benn breewing for about month:
1x Consume the Meek -insta-wrath
2x Cryptic Command - best-counterspell
1x Disfigure - one of the best modern removals
4x Esper Charm - huge Card advantage. Always use it in discard mode. Draw only vs aggro
3x Mana Leak - early counterspell
3x Mystical Teachings - no comm
1x Pact of Negation - tutorable FoW
3x Path to Exile - best modern removal
1x Slaughter Pact - tutorable removal for 0
1x Sphinx's Revelation - usefull in lategame to reset hand and healin against aggro
1x Sudden Death - splinter twin/celestial colonnade/tarmo
1x Surgical Extraction - dealing with combos/tron
1x Tribute to Hunger - healthy removal
1x White Sun's Zenith - one turn win-con
I tried to choose flexible mana base to avoid Sundering Titan. Also Filterlands good for casting Cryptic Command and White Sun's Zenith.
3x Snapcaster Mage - no comments
1x Teferi, Mage of Zhalfir - You always need Affro in team:D To be seriuios, this guys locking control decks for you can cast Zenith. Also good finisher. Also preety good against Scapeshift to lock counterspell and suspend
Sideboard (15)
2x Celestial Purge - Jund
1x Commandeer - Karn/Slaughter Games/Liliana of The Veil/Ajani/Gideon
1x Disenchant - Pod/Affinity/Splinter Twin/Blood Moon
1x Disfigure - extra removal against aggro
2x Duress - Control
1x Hide/Seek - Emrakul
3x Negate - Karn/Liliana/Control
1x Notion Thief - UWR/UTron
3x Timely Reinforcements - aggro/burn
Guys, what do you think about using 1 commandeer in SB. Yeah, it is huge card disadvantage, but when I show it to RG tron for karn it makes me instant-win, so as I show it to grixis control for slaughter game, wich preety much make my game easy. Also Hide // seek is very powerfull in mirror matches and GR Tron too. I bealive it is much better then mindreaker trap.
As a magic player i do not really like "tron" decks. Most of them are preety "no-brain" decks. You just need ramping up for karn/eldrazi or make gift/rites combo or mindslaver lock. If you was counterd in both ways, you just go for Emrakul. This is not really fun =\
I used to play Esper Teachings for a long time and make it preety well, and I like this deck. But at this time I just sit in my chair and start brewing something new. I was thinking about new kind of tron.
UG - still preety brain-less. Ramping, countering. Not for me.
UR - too mainstream and not really effective in ceirtain meta.
UB - nah, there's no "tron-finisher" in it besides Mind Grind. Tezzeret is good but... what? tezzeret? searching artifacts? locking opponent? ramping? I can make my opponent hurt for 20 in 1 turn? It could work. So I start brewing and this is my certain list.
I really like tezzeret list as it is. IT is good UB/Esper control with locking and biting. BUT. It doesn't have enogh threats. It is just too "controlish". And very weak in early game until 5-6 mana for castin Wurmcoils and Batterskul. So i start thinking that tron ramping could wark good with tezzeret game-plan.
BTW I still testing and brewing it, so could take some advices
Game-Plan
Bassicly there's no straight plan for game in this deck. It is depends on your opponent deck. This deck is full of synergy and combos. I just try to explain main tricks and finishers of this deck.
1) Locking opoonent via ensnaring bridge+witchbane orb. When i get this 2 guys on the battlefield through tezzerets against UWR and Jund my opponent just do not know what to do. Liliana stop discarding and just stayin in side, as well as Traft.
2)Trading post + Wurmocoil. As you get lock for opponent you can't attack, so you just make a huge amount of tokens. Then just sacrifice ensnerin bridge and attack you opponent. Also Trading post and Thopter Foundry are good when you playing agasint deck who use path to exile for you wurmcoil.
3)Mindslaver lock. I do not really often use this combo. To be honest, i never have to. Mindslaver is good by his one but if you get Academy ruins in play you just win. Still as we play tron, Mindslaver is fast and good against versus any deck. It could just switch game in critical moment.
4) Emrakul. This guys is just our plan Z. If everything going bad just go for him. Also good target for discard by Thirst For Knowledge and Trading Post
5) Tezzeret The Seeker. At first time i was thinking to playing only Agent Of Bolas. But this guys is far beeter. He is the main engine of the deck.
6) Academy ruins. Mindlaver lock, Capsule endless removal, resurecting wurmcoil etc. Really strong in artifact decks.
7) Thopter Foundry. It saves wurncoil from "oblivion" with bonus. Also good when Agent goind to ultimate. Also good against 4-5 control deck with sundering titan to send you opponent in Ancient era.
This all I can remember so far. As I said, this deck full of sinergy and combos. Never know what can help at any moment.
Second the non liliana answers to GosT are unplayable in any deck which isn't dedicated control.
Hmmm... Let's see non-control, non-black decks...
Tron - pyroclasm, turn-3-wurmcoil
Pod - kitchen, phantasmal image, aven, qasali, fauna shaman, eternal witness
Gruul Agro - all creatures are minimum 2\1
So bassicaly if you play your "own brewer" deck and looses because of GoT doesn't means this card is OP...
I personally playing both standart and modern Esper mill (without traft), and i have 0 problems with him=\
It is only a metter of your feeling of game, your meta and brewing. I haven't got turn-2-traft in my meta. But i have turn-3-Karn, so i develop my deck for my meta. If you have turn-2-traft in your meta you need turn develope your deck to fight with it. This is what deck-building is. You can't just take top deck from PTQ and start winning. You can't just ignore him and blame him that he is OP. This is not working that way. He is strong, but not SOOO strong, like dragonstorm on 1st or even on 2nd turn.
Just my opinion.
So you telling me, that, in worst situation, on your 3rd turn, you can't do anything with 2\2hexproof guy in the format where there's a lot of mass removal for 3-4 CMC, tons of 2/* blocker and sacrifice-spells and Thoughtsize and Inquisition of Kozilek??
Hmmmm...
This is preety old school countrol-finisher deck, but had one trick. Main goal is to survive until Karn and then protect him, restart the game several times and win with 1-0. If we Win to fast, opponent gonna sideboard against us and we do not want it. This is main trick.
Sideboard:
About it. As i said - the main goal is to finish game as late as possible. BUT. Sometimes you just need to finish it right now. So here some sideboard.
Celestial Purge - some anti-jund/goblins/blood moon removal Echoing Truth - anti-exarch Spreading Seas - slowing tron. I run for 4 cause this thing not stoping tron, just slowing him, so i need 2-3 on table. Also preety good when opponent got only manascrew. Also draw. Stony Silence - eggs =\ Supreme Verdict - some extra anti-aggro Torpor Orb - anti-pod
Gadiner : I'm not pulling that out of nowhere. Playing Control with fewer than 25 lands is recognized to be too few lands. You mind geting to 10 lands a lot less than staying stuck on three.
As for replacement, probably Tragic Slip. It does so much against RB aggro!
Well, 25 lands not so bad as i test, i just forget, that my opps probably do not have draw engines and hod empty hands about 5-6 turn. So it is really good option. Ty for that.
Tragic slip is not good option, cause i need remove creaturesm but this one need double remove, if u know what i mean, so i just put some verdicts in sideboard and 1 obl ring for some extra planeswalker removal.
Your only draw card in there is Thought Scour. If you Sphinx Revelation and get to ten lands, it's not a problem. You want to get consistently to 4-5 mana in 6-7 turns, and that requires more lands than that.
Against aggro, there are better options than Azorius Charm, namely Devour Flesh, Doomed Traveler, High Priest, tragic Slip. Indestructibility it's such an issue that you'd want Charm. If you're worried about it, Tragic Slip goes right through.
I can agree with you about 24 lands (i always try to play in 24, but it depends on avarage CMC). But in 25 i really get only lands on topdecks =/ I'll test 25 but not very sure about that, cause always was happy with 23-24 lands in control decks
About charm. Any suggests about it replacement? 2 rings and 1 sphere against planeswalkers and aggro?
Gadiner : Definitely add two or three lands. You should try Jace, Memory Adept. He's not instant-speed, but he mills your opponent pretty quickly. Psychic Strike's two-cards mill isn't worth it. Play Dissipate.
Against which deck would you side in Azorius Charm?
Jace in there, look carefully. And charm is for more removals against aggro and against indestructible creatures(boros/golgari charms)
About lands. I got preety good draw engine so if i got 24+lands i get land-flood while testing. Any suggests to minimize that?
The idea is simple - total control of spells and table and milling in free time. I dont' use straight milling cards cause they sorceries (like mind grind) or milling only few cards and do not worth spending slots and mana on them (like dream twist).
I read most of posts here, but really do not undesrstand why most of you forget about Howling Mine and Font of Mythos.
This cards are huge draw engine and milling at the same time. Plus it is permanent. Plus, i'm sure that most meta do not have artifact-destroy cards. The only problem of this cards, that you draw your opponent, but hey, you are in UB. Get some more control and just counter everything, cause, again, this cards drawing you too. And to be honest in mid/late game you just need some epic draw to renew your hand. So i bealive this cards will help you.
About mesmeric orb. I do not bealive that this is good choice, cause you milling your self. This kinda wrong option, cause in early game you milling all your answers to your opponents moves, and mid game you just milling yourself. IMO not best option for control mill.
I know, you gonna say: "Why? Why you not playing Glimpse the unthinkable?". My answer is that it... is... sorcery... Glimpse was good only in 1st ravnica Standart with twincast and traumatize. Modern is more aggresive and have much more quiz's to solve. So IMO in Modern your first goal to survive. All mill cards must be cheap abilities of permanents or must somehow helping you to control. But again, this is only my opinion.
This is good combo, but i don't have aggro deck's in my metagame. As i said Seht's tiger protects me on Flash speed and protects me from red burn spells. So i choose him. But if there'll be aggro in my meta 3 slots is for this guy reserved
Cloudshift is also a solid
You didn't read the post. Yeah, cloudshift is very good. But i need Momentary's blink Flashback for 8 blink cards. I could use snapcaster mage but it is 4 more slots wich is very hard here.
@Darkest Light, the idea of deck you write is good. But IMO it is too control. It seems like i should kill my opponent only with Angel and Clique =\ Plus your deck is about to resurect, meanwhile i need more blinking to protect my creatures and providing effects. And it is preety unstable cause of lake of draw. If deck isn't showing you good topdecks you just can't do anything with it.
First of all hi! I wanna show you my idea about blinking and see if you can help/suggest me something in it "perfection".
Idea
The whole idea of this deck is use blinking effects and creatures which get some interesting effect when they enter/leave battlefield. It is all about synergy, fun and flexibility
Vendilion Clique - good anti-loose condition plus opponent hand monitoring. Must have in every blue deck Condescend - good counter spell plus scry Mana Leak - no comments Remand - no comments Seht's Tiger - good anti-agro, anti-traft control. Also can counter splinter twin combo and buy us some time.
Well, it is hard to say if there's a traight win-con here. You can kill opponent via tokens, control battlefield via emblem, kill opp via angel/clique. The main win-con here is not dieing. So it is bassicly about deck - what it will bring you
Notes
Here i try to explain my choise of cards for you to be on my wave:cool:
Sleight of Hand - bassicly Sleight of Hand and Serum Visions are similar. I prefer 1st one cause i don't like to draw what i don't know, i like to be 100% sure in my choise. So it is preety private choice. 4 of 4
Blade Splicer - one of the best ealry blink creature. For 2W u get 3/3 with first strike and 1/1. So it is must have in any blinking deck. 4 of 4
Restoration Angel - Flash. Flying. 3/4. Blink. All that for 3W? Hell, I want it. You may ask why i dont play 4 of them. Well this is more about control here then aggro. Plus 4CC is preety heavy for control spam-creature. So 3 of 4
Seht's Tiger - Flash, 2/2, protection from... splinter twin, epic burns, traft killer. Bassicly the only his problem is in CMC. 2WW is just too much for control (like restoration angel). I like this guys, but can't go 4 of them. So 3 of 4
Thragtusk - Best blinking creature. He has in-effect, he has out-effect. What else you need? But, yeah 5CC is totally not my best option. So 3 of 4.
Vendilion Clique - good 3 drop instead of blade splicer. Check out opponent hand, remove some dangerous spells and win-cons and play save. Also she can get some draw in late game. The only minus of this card is legendary type. But still must have in every blue deck. 2 of 4
Wall of Omens - best 2nd drop for blink. It stop aggro and draw a card on 2nd turn. 4 of 4.
Remand - my favorite counterspell. It buy you some time and draw for 1U. Also in early game can make your opponent to discard at the end of turn. Still thinking about Condescend as a replacement, cause it has scry. BUT. Remand affect your deck, while Condescend just help you understand how you should play. So it is preety private choice. 3 of 4
Mana Leak - my favorite counterspell. best of a kind. 4 of 4
Momentary Blink - 2nd engine of deck. The reason is why i choose this instead of cloudshift or Ghostly Flicker is Flashback. It makes 8 cards instead of 4. So 8 of 4
Venser, the Sojourner - 3rd deck engine. And the ultimate one. He blinks, he makes unblockable and if opponent forget about him, hell, he is allmighty.
Sideboard
Sideboard is depends on you metagame. In my meta i have eggs, hive minds, urzas and splinter twins. So bassicly i manage it to resist all those modern-titans
Cards I expel
Armada wurm - this one preety good. With venser you can make sure this guys will play good. BUT. He has 2WWGG. 6CC is way too much for this deck. This guy will find his place in some ramp-blink, but on in this one. Fiend Hunter - this got very good synergy here. And 1WW is not a problem for him. But. I bealive Seht's Tiger is a bit more flexible dut to Flash and can hold traft/overrun/etc. But he is still good and can play in total azorius-control-blink (instead thragtusk)
So this is it. This is my modern-blink. You can also check it on here.
Comment, criticize, rate. I really need you opinion.
Cheers
Also fable of wolf and owl seems good choose as addition to sigil, and vanishing and lost in thought could be strong as "pacifism", how do you think?
Also what are your thoughts about Heliod? He ramping sera sanctum, making dangerous tokens and make all vigilance, which in my opinion pretty good options
Game 1 vs Tron is preety tough. I have draw/tutor tribute to hunger + surhical extraction for Emrakul. Also have to deal with Karns and wurmcoils at the same moment. Game 2 If opponent is playing good, he won't play Karn on turn 3 to get mana-leaked, turn 4 - teachings, comandeer, bey. Game 3 preety same.
vs Grixis control. This is almost mirrorr, but for me it is much easier. His plan is preety same as ours - tar pit + ultimatum, but ultimatum is not 1-turn kill, like zenith. So before SB i always win. After SB it is tougher, cause he got Counterfluxes. But He Also have Slaughter games, which i can steal and be highground again.
vs UWRControl. I don't have any problems with aggro/midrange uwr. But this one making problems. So much counterspell and Shafow of Doubts. Also it can become burn at last moment. Strategy here do not allow Ajani to come, and kill opponents hand via discard. Stealling Sphinx's Revelation via Notion thief is gonna be last point.
If count my curve, you'll see that mu deck is 50% blue, 25-25 black-white, so i never have problems with casting it =)
I bealive you do not undestand me... Doesn't it better to deal Emrakul/Kozilek on turn 2 or 5 and having much better sustain in HP, while you have to deal with it via mindreaker trap when it comes?
Also stealing slaughter games against Grixis to take his cryptic commands/counterfluxes is preety huge advantage, don't you think so?
As for Karn, if you steal him at turn 4, you just start ruin tron.
Same for Ajani agasint UWR-control. IF you can protect him from bolts this is win. Am I wrong?
For example, this is the list I've benn breewing for about month:
1x Consume the Meek
2x Cryptic Command
1x Disfigure
4x Esper Charm
3x Mana Leak
3x Mystical Teachings
1x Pact of Negation
3x Path to Exile
1x Slaughter Pact
1x Sphinx's Revelation
1x Sudden Death
1x Surgical Extraction
1x Tribute to Hunger
1x White Sun's Zenith
Sorcery (8)
4x Inquisition of Kozilek
2x Supreme Verdict
2x Thoughtseize
3x Creeping Tar Pit
1x Fetid Heath
2x Glacial Fortress
2x Godless Shrine
2x Hallowed Fountain
1x Island
4x Marsh Flats
2x Mystic Gate
1x Plains
2x Sunken Ruins
2x Swamp
2x Tectonic Edge
2x Watery Grave
Creature (4)
3x Snapcaster Mage
1x Teferi, Mage of Zhalfir
2x Celestial Purge
1x Commandeer
1x Disenchant
1x Disfigure
2x Duress
1x Hide/Seek
3x Negate
1x Notion Thief
3x Timely Reinforcements
Card explanation:
1x Consume the Meek -insta-wrath
2x Cryptic Command - best-counterspell
1x Disfigure - one of the best modern removals
4x Esper Charm - huge Card advantage. Always use it in discard mode. Draw only vs aggro
3x Mana Leak - early counterspell
3x Mystical Teachings - no comm
1x Pact of Negation - tutorable FoW
3x Path to Exile - best modern removal
1x Slaughter Pact - tutorable removal for 0
1x Sphinx's Revelation - usefull in lategame to reset hand and healin against aggro
1x Sudden Death - splinter twin/celestial colonnade/tarmo
1x Surgical Extraction - dealing with combos/tron
1x Tribute to Hunger - healthy removal
1x White Sun's Zenith - one turn win-con
4x Inquisition of Kozilek - 1st turn discard
2x Supreme Verdict - wrath =)
2x Thoughtseize - 1st turn discard
3x Creeping Tar Pit
1x Fetid Heath
2x Glacial Fortress
2x Godless Shrine
2x Hallowed Fountain
1x Island
4x Marsh Flats
2x Mystic Gate
1x Plains
2x Sunken Ruins
2x Swamp
2x Tectonic Edge
2x Watery Grave
I tried to choose flexible mana base to avoid Sundering Titan. Also Filterlands good for casting Cryptic Command and White Sun's Zenith.
3x Snapcaster Mage - no comments
1x Teferi, Mage of Zhalfir - You always need Affro in team:D To be seriuios, this guys locking control decks for you can cast Zenith. Also good finisher. Also preety good against Scapeshift to lock counterspell and suspend
Sideboard (15)
2x Celestial Purge - Jund
1x Commandeer - Karn/Slaughter Games/Liliana of The Veil/Ajani/Gideon
1x Disenchant - Pod/Affinity/Splinter Twin/Blood Moon
1x Disfigure - extra removal against aggro
2x Duress - Control
1x Hide/Seek - Emrakul
3x Negate - Karn/Liliana/Control
1x Notion Thief - UWR/UTron
3x Timely Reinforcements - aggro/burn
1x Batterskull
3x Dimir Signet
1x Engineered Explosives
1x Ensnaring Bridge
4x Expedition Map
1x Lotus Bloom
1x Mindslaver
2x Mox Opal
1x Pithing Needle
1x Thopter Foundry
1x Trading Post
1x Witchbane Orb
Instant (8)
4x Condescend
4x Thirst for Knowledge
Sorcery (3)
1x Black Sun's Zenith
2x Damnation
1x Academy Ruins
1x Buried Ruin
2x Creeping Tar Pit
1x Eye of Ugin
2x Island
1x Swamp
4x Urza's Mine
4x Urza's Power Plant
4x Urza's Tower
4x Watery Grave
Creature (4)
1x Emrakul, the Aeons Torn
1x Sundering Titan
2x Wurmcoil Engine
Planeswalker (4)
1x Tezzeret, Agent of Bolas
3x Tezzeret the Seeker
3x Disfigure
1x Executioner's Capsule
2x Extirpate
1x Pithing Needle
3x Slaughter Games
2x Torpor Orb
2x Trickbind
1x Memnarch
History
I used to play Esper Teachings for a long time and make it preety well, and I like this deck. But at this time I just sit in my chair and start brewing something new. I was thinking about new kind of tron.
UG - still preety brain-less. Ramping, countering. Not for me.
UR - too mainstream and not really effective in ceirtain meta.
UB - nah, there's no "tron-finisher" in it besides Mind Grind. Tezzeret is good but... what? tezzeret? searching artifacts? locking opponent? ramping? I can make my opponent hurt for 20 in 1 turn? It could work. So I start brewing and this is my certain list.
I really like tezzeret list as it is. IT is good UB/Esper control with locking and biting. BUT. It doesn't have enogh threats. It is just too "controlish". And very weak in early game until 5-6 mana for castin Wurmcoils and Batterskul. So i start thinking that tron ramping could wark good with tezzeret game-plan.
BTW I still testing and brewing it, so could take some advices
Game-Plan
1) Locking opoonent via ensnaring bridge+witchbane orb. When i get this 2 guys on the battlefield through tezzerets against UWR and Jund my opponent just do not know what to do. Liliana stop discarding and just stayin in side, as well as Traft.
2)Trading post + Wurmocoil. As you get lock for opponent you can't attack, so you just make a huge amount of tokens. Then just sacrifice ensnerin bridge and attack you opponent. Also Trading post and Thopter Foundry are good when you playing agasint deck who use path to exile for you wurmcoil.
3) Mindslaver lock. I do not really often use this combo. To be honest, i never have to. Mindslaver is good by his one but if you get Academy ruins in play you just win. Still as we play tron, Mindslaver is fast and good against versus any deck. It could just switch game in critical moment.
4) Emrakul. This guys is just our plan Z. If everything going bad just go for him. Also good target for discard by Thirst For Knowledge and Trading Post
5) Tezzeret The Seeker. At first time i was thinking to playing only Agent Of Bolas. But this guys is far beeter. He is the main engine of the deck.
6) Academy ruins. Mindlaver lock, Capsule endless removal, resurecting wurmcoil etc. Really strong in artifact decks.
7) Thopter Foundry. It saves wurncoil from "oblivion" with bonus. Also good when Agent goind to ultimate. Also good against 4-5 control deck with sundering titan to send you opponent in Ancient era.
This all I can remember so far. As I said, this deck full of sinergy and combos. Never know what can help at any moment.
Card choice
1x Batterskull - annoying, finisher
3x Dimir Signet - mana stabilisation. I prefer it more then talismand, because with this i can turn 4 agent.
1x Engineered Explosives - good removal
1x Ensnaring Bridge -lock
4x Expedition Map - tron/academy/color
1x Lotus Bloom - extra 3 mana from tezzeret
1x Mindslaver - game-switcher, finisher
2x Mox Opal - mana stabilisation, slaughter games
1x Pithing Needle - lock
1x Thopter Foundry - lifegain, combo
1x Trading Post - combo
1x Witchbane Orb - lock
4x Condescend - tron control
4x Thirst for Knowledge - MORE CARD ADVANTAGE
1x Black Sun's Zenith - tron mass removal
2x Damnation - UB mass removal
1x Academy Ruins - combo, reanimator
1x Buried Ruin - 1 time reanimator
2x Creeping Tar Pit - anti-planeswalker
1x Eye of Ugin - "tutor" for our fatties
2x Island - Path to exile, ghost quarter
1x Swamp - same as above
4x Urza's Mine - tron
4x Urza's Power Plant - tron!
4x Urza's Tower - TRON!
4x Watery Grave - mana fixing
1x Emrakul, the Aeons Torn - plan Z guys. Ultimate.
1x Sundering Titan - Ancient era guys.
2x Wurmcoil Engine - life gain, combo
1x Tezzeret, Agent of Bolas - card advantage, finisher
3x Tezzeret the Seeker - deck engine.
SideBoard
3x Disfigure - anti-aggro/bob/shaman/kiki
1x Executioner's Capsule - anti agroo/kiki/splinter twin
2x Extirpate - melira/control
1x Pithing Needle - karn/liliana/tectonic/ghost quarter/ajani/manlands/fetchlands(this one is preety good_
3x Slaughter Games - control/decay
2x Torpor Orb - melira/splinter twin
2x Trickbind - karn/liliana/splinter twin/storm/Ajani
1x Memnarch - affifnity/tezzeret control
Pls, comment, rate, advice =)
Happy gathering
Not in my meta =\
And it is turn 2 of opponent, that means you have 2 turns for block then you need wrath. Think positive!
Hmmm... Let's see non-control, non-black decks...
Tron - pyroclasm, turn-3-wurmcoil
Pod - kitchen, phantasmal image, aven, qasali, fauna shaman, eternal witness
Gruul Agro - all creatures are minimum 2\1
So bassicaly if you play your "own brewer" deck and looses because of GoT doesn't means this card is OP...
I personally playing both standart and modern Esper mill (without traft), and i have 0 problems with him=\
It is only a metter of your feeling of game, your meta and brewing. I haven't got turn-2-traft in my meta. But i have turn-3-Karn, so i develop my deck for my meta. If you have turn-2-traft in your meta you need turn develope your deck to fight with it. This is what deck-building is. You can't just take top deck from PTQ and start winning. You can't just ignore him and blame him that he is OP. This is not working that way. He is strong, but not SOOO strong, like dragonstorm on 1st or even on 2nd turn.
Just my opinion.
Hmmmm...
(For record, i don't play him)
2x Glacial Fortress
4x Godless Shrine
4x Hallowed Fountain
1x Island
4x Marsh Flats
1x Plains
1x Swamp
3x Tectonic Edge
4x Watery Grave
Sorcery (6)
4x Inquisition of Kozilek
2x Supreme Verdict
2x Cryptic Command
4x Esper Charm
3x Mana Leak
4x Path to Exile
4x Remand
2x Spell Snare
2x Sphinx's Revelation
Creature (6)
4x Snapcaster Mage
2x Vendilion Clique
Planeswalker (3)
3x Karn Liberated
2x Celestial Purge
3x Echoing Truth
4x Spreading Seas
3x Stony Silence
1x Supreme Verdict
2x Torpor Orb
This is preety old school countrol-finisher deck, but had one trick. Main goal is to survive until Karn and then protect him, restart the game several times and win with 1-0. If we Win to fast, opponent gonna sideboard against us and we do not want it. This is main trick.
Here some notes:
Remand/Mana leak/Spell Snare/Criptyc Commnad/Vendilion Clique/Snapcaster Mage/Inquisition of Kozilek - no commnets. Must have.
Path to Exile - removal + mana stabilisation (2nd one is for hard situations).
Sphinx's Revelation - best mid/late-game draw.
Esper Charm - on turn 4-5 very good discard/draw (depends on situation). Also anti-blood moon.
Supreme verdict - IMO best mass removal, cause it's uncounterable. If opponent have regenerate we got tonns of counterspells and discards.
Karn, liberated - our Finisher. Do not get hurry to put it in table. If your opponent hade some card advantage, better is to w8 for some counterspells for covering his back.
Sideboard:
About it. As i said - the main goal is to finish game as late as possible. BUT. Sometimes you just need to finish it right now. So here some sideboard.
Celestial Purge - some anti-jund/goblins/blood moon removal
Echoing Truth - anti-exarch
Spreading Seas - slowing tron. I run for 4 cause this thing not stoping tron, just slowing him, so i need 2-3 on table. Also preety good when opponent got only manascrew. Also draw.
Stony Silence - eggs =\
Supreme Verdict - some extra anti-aggro
Torpor Orb - anti-pod
Well, 25 lands not so bad as i test, i just forget, that my opps probably do not have draw engines and hod empty hands about 5-6 turn. So it is really good option. Ty for that.
Tragic slip is not good option, cause i need remove creaturesm but this one need double remove, if u know what i mean, so i just put some verdicts in sideboard and 1 obl ring for some extra planeswalker removal.
Anyway thx for some advices.
I can agree with you about 24 lands (i always try to play in 24, but it depends on avarage CMC). But in 25 i really get only lands on topdecks =/ I'll test 25 but not very sure about that, cause always was happy with 23-24 lands in control decks
About charm. Any suggests about it replacement? 2 rings and 1 sphere against planeswalkers and aggro?
Jace in there, look carefully. And charm is for more removals against aggro and against indestructible creatures(boros/golgari charms)
About lands. I got preety good draw engine so if i got 24+lands i get land-flood while testing. Any suggests to minimize that?
4x Drowned Catacomb
4x Glacial Fortress
4x Godless Shrine
4x Hallowed Fountain
3x Nephalia Drownyard
4x Watery Grave
Enchantment (5)
3x Detention Sphere
2x Oblivion Ring
Planeswalker (2)
2x Jace, Memory Adept
4x Dimir Charm
4x Psychic Strike
2x Sphinx's Revelation
4x Syncopate
4x Thought Scour
Sorcery (8)
2x Appetite for Brains
2x Duress
4x Supreme Verdict
Creature (4)
4x Snapcaster Mage
2x Appetite for Brains
3x Azorius Charm
4x Devour Flesh
2x Duress
4x Negate
The idea is simple - total control of spells and table and milling in free time. I dont' use straight milling cards cause they sorceries (like mind grind) or milling only few cards and do not worth spending slots and mana on them (like dream twist).
This cards are huge draw engine and milling at the same time. Plus it is permanent. Plus, i'm sure that most meta do not have artifact-destroy cards. The only problem of this cards, that you draw your opponent, but hey, you are in UB. Get some more control and just counter everything, cause, again, this cards drawing you too. And to be honest in mid/late game you just need some epic draw to renew your hand. So i bealive this cards will help you.
About mesmeric orb. I do not bealive that this is good choice, cause you milling your self. This kinda wrong option, cause in early game you milling all your answers to your opponents moves, and mid game you just milling yourself. IMO not best option for control mill.
So what do we need:
Howling mine - 4
Fonts of Mythos - 2-3
Archive trap - 4
Counterspells - 8-12
Removal - 4-8 (including mass removal)
Snapcaster mage - 3-4
Leylines of the void/rest in piece - 3-4
Nephalia drownyard 2-3
Other cards are preety private choice for your metagame.
This is my list. I didn't play with him, cause i need a bit more time for collecting those cards. But still he is preety good.
4x Drowned Catacomb
2x Ghost Quarter
4x Island
1x Marsh Flats
1x Misty Rainforest
3x Nephalia Drownyard
1x Scalding Tarn
3x Swamp
1x Verdant Catacombs
4x Watery Grave
4x Archive Trap
4x Go for the Throat
4x Mana Leak
4x Remand
Sorcery (7)
4x Damnation
3x Serum Visions
Artifact (6)
2x Font of Mythos
4x Howling Mine
Enchantment (3)
3x Leyline of the Void
Creature (4)
4x Snapcaster Mage
4x Echoing Truth
2x Ghost Quarter
1x Leyline of the Void
4x Negate
4x Surgical Extraction
I know, you gonna say: "Why? Why you not playing Glimpse the unthinkable?". My answer is that it... is... sorcery... Glimpse was good only in 1st ravnica Standart with twincast and traumatize. Modern is more aggresive and have much more quiz's to solve. So IMO in Modern your first goal to survive. All mill cards must be cheap abilities of permanents or must somehow helping you to control. But again, this is only my opinion.
This is good combo, but i don't have aggro deck's in my metagame. As i said Seht's tiger protects me on Flash speed and protects me from red burn spells. So i choose him. But if there'll be aggro in my meta 3 slots is for this guy reserved
You didn't read the post. Yeah, cloudshift is very good. But i need Momentary's blink Flashback for 8 blink cards. I could use snapcaster mage but it is 4 more slots wich is very hard here.
@Darkest Light, the idea of deck you write is good. But IMO it is too control. It seems like i should kill my opponent only with Angel and Clique =\ Plus your deck is about to resurect, meanwhile i need more blinking to protect my creatures and providing effects. And it is preety unstable cause of lake of draw. If deck isn't showing you good topdecks you just can't do anything with it.
First of all hi! I wanna show you my idea about blinking and see if you can help/suggest me something in it "perfection".
Idea
So here it is.
2x Breeding Pool
2x Ghost Quarter
4x Glacial Fortress
4x Hallowed Fountain
2x Hinterland Harbor
2x Marsh Flats
2x Misty Rainforest
1x Sunpetal Grove
2x Temple Garden
2x Verdant Catacombs
4x Sleight of Hand
Creature (19)
4x Blade Splicer
3x Restoration Angel
3x Seht's Tiger
3x Thragtusk
2x Vendilion Clique
4x Wall of Omens
Instant (11)
3x Remand
4x Mana Leak
4x Momentary Blink
3x Venser, the Sojourner
3x Echoing Truth
2x Ghost Quarter
3x Oblivion Ring
3x Rest in Peace
4x Surgical Extractionaction
Chemistry of deck
Control
Condescend - good counter spell plus scry
Mana Leak - no comments
Remand - no comments
Seht's Tiger - good anti-agro, anti-traft control. Also can counter splinter twin combo and buy us some time.
Deck control
Sleight of Hand - my favorite 1st drop.
Wall of omen - anti-early aggro plus draw
Remand - some draw
Win-con
Notes
Here i try to explain my choise of cards for you to be on my wave:cool:
Sleight of Hand - bassicly Sleight of Hand and Serum Visions are similar. I prefer 1st one cause i don't like to draw what i don't know, i like to be 100% sure in my choise. So it is preety private choice. 4 of 4
Blade Splicer - one of the best ealry blink creature. For 2W u get 3/3 with first strike and 1/1. So it is must have in any blinking deck. 4 of 4
Restoration Angel - Flash. Flying. 3/4. Blink. All that for 3W? Hell, I want it. You may ask why i dont play 4 of them. Well this is more about control here then aggro. Plus 4CC is preety heavy for control spam-creature. So 3 of 4
Seht's Tiger - Flash, 2/2, protection from... splinter twin, epic burns, traft killer. Bassicly the only his problem is in CMC. 2WW is just too much for control (like restoration angel). I like this guys, but can't go 4 of them. So 3 of 4
Thragtusk - Best blinking creature. He has in-effect, he has out-effect. What else you need? But, yeah 5CC is totally not my best option. So 3 of 4.
Vendilion Clique - good 3 drop instead of blade splicer. Check out opponent hand, remove some dangerous spells and win-cons and play save. Also she can get some draw in late game. The only minus of this card is legendary type. But still must have in every blue deck. 2 of 4
Wall of Omens - best 2nd drop for blink. It stop aggro and draw a card on 2nd turn. 4 of 4.
Remand - my favorite counterspell. It buy you some time and draw for 1U. Also in early game can make your opponent to discard at the end of turn. Still thinking about Condescend as a replacement, cause it has scry. BUT. Remand affect your deck, while Condescend just help you understand how you should play. So it is preety private choice. 3 of 4
Mana Leak - my favorite counterspell. best of a kind. 4 of 4
Momentary Blink - 2nd engine of deck. The reason is why i choose this instead of cloudshift or Ghostly Flicker is Flashback. It makes 8 cards instead of 4. So 8 of 4
Venser, the Sojourner - 3rd deck engine. And the ultimate one. He blinks, he makes unblockable and if opponent forget about him, hell, he is allmighty.
Sideboard
Sideboard is depends on you metagame. In my meta i have eggs, hive minds, urzas and splinter twins. So bassicly i manage it to resist all those modern-titans
Cards I expel
Armada wurm - this one preety good. With venser you can make sure this guys will play good. BUT. He has 2WWGG. 6CC is way too much for this deck. This guy will find his place in some ramp-blink, but on in this one.
Fiend Hunter - this got very good synergy here. And 1WW is not a problem for him. But. I bealive Seht's Tiger is a bit more flexible dut to Flash and can hold traft/overrun/etc. But he is still good and can play in total azorius-control-blink (instead thragtusk)
So this is it. This is my modern-blink. You can also check it on here.
Comment, criticize, rate. I really need you opinion.
Cheers