Quote from Trappleye98I love this deck but it has some very rough matchups. In my local meta many people have started playing Thrun, the last Troll to hose me and the other 2 UWR players at our shop. Is there any way we can deal with Thrun? Also Loxodon Smiter gives me some trouble with only 4 Path to deal with him. My deck has had a lot of trouble dealing with decks that go over the top with big creatures.
Quote from Colonel NohmanThanks for your suggestions. As you can see from my list above, my plan is to complitely cut Revelation for the full set of Remand and going -1 Cryptic, +1 PtE, so I agree with you since my build is clearly on the tempo plan. I hope to to better with those tweaks. I've really liked Cryptic Command so I still want to have it in the deck, but as a 3x since on the first turns I want to have cheap counters in my hand.
About Isochron Scepter I agree, but I think it won't last so long on the field.
Quote from RhinneAs people said before, i dont know about modo, but IRL its expensive, so i would guess its the same online?
About tweaking, i firmly believe this is one of the most flexible decks, together with jund. The fact that there are 3 versions of the deck (pure control, midrange and tempo) says a lot about its flexibility, all you need to do is swap about 10~12 cards, and you have a totally different deck, and by running white we get access to some of the best SB cards modern has.
On the matter of colonnades, no, it doesnt happen all that often.
The most common win (at least for me) goes something like get 1~2 hits with geist, then burn them to death.
Sometimes the match will get more grindy, and your snapcasters will have to play defense (counters instead of more burn), usually those games will go longer than what we actually want, and for those matches we typically run one or two extra finishers to the colonnades, in the form of Ajani, Batterskull, thundermaw, baneslayer, etc.
What i really like about it is that basically the deck has no bad match ups, has MB answers for almost anything, can play offense and defense without trouble (one of junds greatest merits before elf ban) and, while being a tempo/midrange deck, its not afraid to go into the late game, sure its not what we want, but it doesnt mean we cant play that game, i have my fair share of long wins against control.
But most importantly, i feel the deck rewards tight play and resource managment.
You have a TON of removal, card advantage, some of the best creatures modern has, and one of the best 3 walkers in the format, the other 2 being liliana and elspeth (and we can play elspeth too, if we want)
Quote from fishingI think Rhinne's personal taste was for the Mana Leak and Spell Snare, both of which I like btw. He seemed to really hate 4 Cryptics in that he dies a little inside when he sees it and is basically telling everyone to stop doing it. I do agree that 4 is a lot, but like I said, I like to see one every game, so I like 3. I really think having 1 in the deck is way too little, but I guess that's just preference.
Again, I'm just stating from personal experience that Cryptic has been good for me. I asked about the 3U cost earlier in the thread and people recommended Mystic Gate which has helped. Cryptic has basically helped me win games that I had no business winning. Usually tapping all someone's dudes (and getting a card) allows me to get in that extra damage I need to burn them out the rest of the way.
Quote from /zenHi everybody,
I'm currently also working on a version of this deck. When I started with T1.M I first played UR Gifts Storm and Robots. After the ban of Seething Song, I started playing WUR Delver and then turned into a more UWR Control like version.
Playing UWR Control I found myself really grinding out my matchups. Games took really long time because of stare down situations between threads while keeping mana open for counter spells. Well counter magic in modern can't really prevent unfair things from happening. UWR IMHO is a more reactive Deck that is good at staying in the game but has a problem finishing the game in a reasonable amount of time.
Playing Esper Midrange and therefore having access to black I find myself having quicker and more favorable matchups. Using discard, especially Inquisition of Kozilek, which is ridiculously good in Modern, and black removal, it's much easier to setup a situation in which a flipped Delver of Secrets, Geist of Saint Traft or Vendilion Clique wins the game unrivaled.
So here is the list I'm currently playing:
DeckMagic OnlineOCTGN2ApprenticeBuy These Cards
//Creatures (12)4 Delver of Secrets3 Snapcaster Mage3 Geist of Saint Traft2 Vendilion Clique//Sorcery (13)4 Serum Visions3 Lingering Souls3 Inquisition of Kozilek2 Thoughtseize1 Night's Whisper//Instant (12)4 Path to Exile3 Mana Leak2 Spell Snare2 Dismember1 Go for the Throat//Lands (23)4 Scalding Tarn3 Marsh Flats2 Tectonic Edge2 Creeping Tar Pit2 Island1 Godless Shrine1 Hallowed Fountain1 Watery Grave1 Plains1 Swamp1 Darkslick Shores1 Seachrome Coast1 Glacial Fortress1 City of Brass1 Shizo, Death's Storehouse
I'm really excited about Night's Whisper as a one off. In the early games it's a really cost effective way to refill your hand and with Snapcaster Mage in the late game it's even more ridiculous card advantage. I'm also using Serum Visions. On the one hand because I play Delver and on the other it helps to seal the game when setting up your draws.
A Member of my playtest team suggested Spellstutter Sprite instead of Delver but I'm not convinced because it does not really represent a quick clock.
Im not really happy with Spell Snare right now. I also want to ask you about your expieriences with Lingering Souls because I think they are not that good in the offense without Swords or anything to equip them with.
Quote from Devil"s AdvocateI feel like you guys are getting a little too caught up in trying to define the deck's archetype and adhere to it. This is a midrange deck. It has control elements, it has aggro elements, it has tempo elements. But what really matters is what cards improve your win ratios in your particular meta, not what cards fit the archetype. At the end of the day, you're not playing an archetype, you're playing a deck, and what cards you need are going to depend on the meta, the matchup, even the specific board state, not on wether or not something is a "tempo card."