Is this deck still worth it post unbans? I see a lot of activity on the Temur Delver forum recently and have found the lists over there quite interesting to play with, but am still fond of Counter Cat. Do you guys think it still has a chance in the current meta?
It's weaker to midrange than ever with BBE legal. Try Queller-Cat, which trims permission for Mutagenic Growth and Spell Queller and increases the threat count without Delver.
Super interested in this list. Been away from Modern for a long time because of year-round University (and perhaps sort of will be still, but am missing it real bad so want to come back at least for a bit). For the most part I'm on board, just have a few questions:
1. Having a hard time figuring out when to bring in Reflector Mage. In the article you say it replaces Path to Exile, though am wondering when it would be subpar to bring in vs PtE. For instance, Path to Exile seems great against Humans, while Reflector Mage perhaps feels subpar against a deck that is most potent with Aether Vials. Is it still worth it to bring them in against such a deck? Or is it better to hope to rely on Kozilek's Return to clear out the early squad and hope to race their Mantis Riders with our own creatures? Seems really good against other decks where Path to Exile shine, like Hollow One.
2. Has 4xMutagenic Growth been good for you? Does it ever feel like too many? I've never actually played with the card, but it seems really good. I thought the Mental Mistep comparison seemed real accurate sometimes. Do you still feel that 4x is good, or do you think 3x would work just as well without over-saturating your hand with the pump spell.
3. I'm considering running Tribal Flames as a 2-of. I know you've cut it and seem to be happier without it, but I just love that card so much. Perhaps a Pet Card situation. So, I guess hypothetically if you WERE to run Tribal Flames, which black dual do you think would work best? Usually I just use Blood Crypt sort of as though I were playing a basic Mountain, but am wondering if that's correct here or if red isn't a dominant enough color.
4. Is Knight of Autumn good here? Either main-board or in the 75 in total? Might try them sideboard.
Hey guys, spoiler season is upon us and so far I've spotted 2 interesting cards for us: Warsail Marauder
1U
Creature - Human Pirate
Flying
When ~ target creature an opponent controls has base power and toughness 0/1 and loses all abilities until end of turn.
2/1
I really wish this would happen upon etb instead of whenever it attacks, but a flying 2/1 body should get some attack in and it offers a much needed way to interact with opposing Shadows, Tasigurs and even otherwise annoying stuff like Smashers or Wurmcoils.
Not sure if needing to attack is to clunky, but it's something to consider.
Dire Fleet Daredevil
1R
Creature - Human Pirate
First Strike
2/1
When ~ etbs, exile target instant or sorcery from an opponent’s graveyard. You may cast that card this turn and you may spend mana as though as it were mana of any color. If that card would be put into a graveyard this turn, exile it instead.
Spicy red Snapcaster variant. Will definitely try one or in the side. Killing opposing Shadows with their own Pushes seems sweet. Bonus points for vialing it in in response to a Snapcaster target.
Card could be solid against Burn too, getting a Lightning Helix is very sweet, but a Bolt isn't bad either and the body (First Strike!) is relevant.
Other MUs where
Daredevil seems wicked!
I'm brand new to this thread but love watching RUG Command decks online and my friend from back home played it a lot. I have most of the cards on Magic Online so I think I'm going to try to give the deck a go. It seems right up my alley, and it's nice having a primer to look to for help
I've recently taken an interest in Modern--Eternal Command/RUG Flash in particular. I ran a bunch of lists but have refined it to this list so far.
I've taken it to 4:2 finish at a PPTQ and regularly take it to a top 4 finish at my LGSs.
I then wanted to test Traverse the Ulvenwald as a way to tutor out Kiki or an answer to an otherwise difficult board. 3 was too many, 1 was too little and 2 seems just about right. It allows you to cut the mana base to 20 instead of 21-22 and have an active draw later on with either Traverse the Ulvenwald, Snapcaster Mage + Traverse the Ulvenwald, Eternal Witness + Traverse the Ulvenwald, etc. Which in turn allows you to get out whatever ETB/combo/aggro cards you need. I run 3 Serum Visions as I feel you need to run at least 1 Thirst for Knowledge to drop dead Aether Vials or help put more types in the yard. I feel that you need at least 3 Serum Visions to fuel the yard with sorceries for Tarmogoyf and Traverse--4 would be great but I just can't seem to fit it anywhere else without feeling like another area loses its effectiveness.
Just to make things clear, although this deck has Kiki Combo, it functions mainly as midrange with a lot of value options in many different directions. Out of the 10 or so games that I play, I'll manage to get Eternal Command Combo off about twice, whereas Kiki Combo sees play about once. Most games are Goyf/Huntmaster/Krasis/Bolt+Snap+Bolt type games.
As for the SB, I think I'll end up taking out the Fulminator Mage's for Stone Rain and also replace Roast with Dismember--the value of instant speed removal is pretty key. Finally, Nature's Claim is the only enchantment removal which kind of scares me but it doubles as a buffer against burn decks--have won a few games by targeting my own Aether Vials.
Let me know what you think? I've had an absolute blast refining this list and have had a lot of success. It feels super versatile and I have faith that it will only get better as it's refined further.
How easy is it to get Delirium? I guess you don't really need it super quickly, but do you ever run into issues when you could win but don't have delirium? I've been wanting to do a deck very similar to this but the list is slightly different (no Huntmaster of the Fells maindeck, and 2xKiki-Jiki, Mirror Breaker and 4xBounding Krasis), but I'm definitely interested in this Traverse the Ulvenwald business.
Is there a specific reason for no Sacred Foundry with the addition of Breeding Pool? Seems almost like it might be the best combo of lands since we have a lot of U/G one drops and a lot of W/R one drops.
I'm sorry to say I've retired Tribal Flames. I just had to get there myself. On your modern nexus article list now, though I'm trying out Disdainful Stroke instead of Negate in the sideboard. I find myself running into TitanShift a lot, and being able to counter big daddy Primeval Titan seems worth it. Seems like it has some other notable targets from other decks too, including Gifts Ungiven and Past in Flames from storm, a bunch of Eldrazi and Karn Liberateds from the infinite Tron decks that exist, and I suppose even Cryptic Commands. Mostly for TitanShift though.
Also only really feel confident with that since Spell Pierce feels so much like a Negate already.
This makes sense and was helpful. Going to try it again with Disrupting Shoal. Still going to play Tribal Flames because I get endless joy from winning off top-deck flames, but also acknowledge you know the deck better than myself and it may be worse. Will let people know how it goes
I've been playing a Tribal Flames version of the deck for a few days, and was wondering about Disrupting Shoal. I wonder if Tron decks with eldrazis and Human decks with Cavern of Souls make it a little less good? I realize it's great and can save you against Storm, because it saved me against Storm twice. I'm wondering if maybe just a Mana Leak/Remand split would be better. I'm going to try it out that way, but wanted to know some thoughts on if Disrupting Shoal is worth it in the meta right now
Is Engineered Explosives worth playing in our sideboard? A lot of our threats have similar mana costs due to our curving needs and it's often a card that some decks side in against us.
I like it because you can choose what to destroy. You probably won't be popping it for 1 if you have three Wild Nacatls out, but can kill some of their dudes. It's pretty snazzy. Oh also Lingering Souls
2-0 UR Control. Not sure what was up here. Budget UR Deck. Smushed it.
2-1 Lantern. He mulled a bunch and I killed him. He had a lock by turn 4 game 2. What's a guy to do?
2-1 Affinity. He oversideboarded games 2 and 3 and I got him. His RIP killed me game 2 because my lavamen and goyfs we're negated and Ornithopters got there.
1-2 Naya Evo. Big midrage list. I lost to the top-decked Evo for combo win game 1 when I had him dead next turn. Game 2 I ran him over with going wide and playing a Tamiyo. Game 3 and resolves a P&K and rebought it with E.Witness, while I had a reactive, Bolt/Path/Tamiyo draw. Not a good way to go down.
2-0 Infect. A blow out. Removal is good and I'm glad that this deck can play 12 pieces of it -- instead of the Naya CoCo 8 pieces.
Tamiyo was good in MUs where it matter. I boarded out Geist in every single game except for Lantern and UR Control.
Huntmaster and Fink were great, especially with Tamiyo.
I like some of those sideboard cards a lot. I might throw a Rakdos Charm or two in my own board. Ghostly Prison is interesting, what do you bring it in against? I'm guessing Infect, Affinity, Zoo, that Kiln Fiend deck? Seems pretty solid for those alone.
OH MY GOODNESS that's awesome! My claim to fame.
I actually am unhappy with the fetches atm, I think more Arid Mesa might be the best way to go. Can get Stomping Grounds, Hallowed Fountain, Temple Garden, Steam Vents...I don't know why I'm listing them, but it can get me all of the sort of best turn 1-3 shocks. If I get my hands on 2 more I'd definitely replace them.
I haven't seen much of Tamiyo, Field Researcher with this deck for some reason. I used to play around with a deck that wasn't playing Tribal Flames and instead had more creatures, along with Oath of Nissa She was in that iteration, and I won almost every game I cast her. Her +1 is amazing against slow decks, and her -2 has won me games on the spot in close matches, matches that a Siege Rhino simply wouldn't cut it with his Lightning Helix effect or big, trampling body. I also so far have liked her a bit more on defense than Siege Rhino, which isn't ideal but is sometimes the case anyway.
I have seen Chandra, Torch of Defiance a lot of times and she's been really powerful. I'm surprised by how little I use her -3 immediately when dropping her. Usually I have a bit of a board and have been clearing the way already. It comes up every now and then (especially against Thought Knot Seer which I have a deep, visceral hatred of).
In regards to casting her, I so far haven't had an issue. Generally I'm going for a Steam Vents as my third or fourth land regardless of if she's in my hand. I mostly like planeswalkers more because they're a bit harder to kill than creatures, and in some matches that can make all the difference. Especially since both of them draw me cards.
I won against:
Match 1: UWR Control
Just sort of went hyper-fast (Geist of Saint Traft is obviously very good against them, and counterspells are fun from the sideboard. Got to counter his last-ditch effort Cryptic Command which felt nice).
Match 3: Lantern Control
Ugh, I hate this deck so much. I thought him dropping Sun Droplets game 3 was the end, but he never found a Ensnaring Bridge and I had a lot of burn in my hand. Got to Snapcaster Mage a Tribal Flames :^)
Match 5: Dredge
The dreaded Dredge. I got to try out Wheel of Sun and Moon which had the same effect as Grafdigger's Cage (the sideboard card I replaced for this tourney). That is, it just got immediately destroyed by Nature's Claim. Luckily, thanks to a combination of fast hands on my part and slow hands on theirs, I took the match :^)
I don't know how long I'll keep in Thalia, Heretic Cathar. She was good, but only amazing every now and then (surprisingly good against Dredge because my Geist of Saint Traft didn't get chumped by Narcomeba when they came out). Thoughts for a fourth 3-drop, if I do decide to change her? I don't really like playing the full playset of Geist of Saint Traft.
The more I'm thinking about it, the more I like Wheel of Sun and Moon. I've been playing with Grafdigger's Cage and I never really want to play it on turn 1 anyway. Certainly they can get a bit of a good graveyard on the first turn, but they can't do much with it if everything else is getting exiled from that point on. I know they generally bring in Nature's Claim from the sideboard anyway but that also gets most of the other good sideboard cards. I also like Wheel of Sun and Moon for decks like Grixis Control / Delver. They shouldn't be good against us in theory, but turn one Thought Scour into turn two Lightning Bolt and Tasigur, the Golden Fang, along with all of their Snapcaster Mage shenanigans is tough to deal with. Also, it seems better against Living End. Hmm, I'm going to test it out, that card seems good against a lot of decks while not hurting Tarmogoyf
Super interested in this list. Been away from Modern for a long time because of year-round University (and perhaps sort of will be still, but am missing it real bad so want to come back at least for a bit). For the most part I'm on board, just have a few questions:
1. Having a hard time figuring out when to bring in Reflector Mage. In the article you say it replaces Path to Exile, though am wondering when it would be subpar to bring in vs PtE. For instance, Path to Exile seems great against Humans, while Reflector Mage perhaps feels subpar against a deck that is most potent with Aether Vials. Is it still worth it to bring them in against such a deck? Or is it better to hope to rely on Kozilek's Return to clear out the early squad and hope to race their Mantis Riders with our own creatures? Seems really good against other decks where Path to Exile shine, like Hollow One.
2. Has 4xMutagenic Growth been good for you? Does it ever feel like too many? I've never actually played with the card, but it seems really good. I thought the Mental Mistep comparison seemed real accurate sometimes. Do you still feel that 4x is good, or do you think 3x would work just as well without over-saturating your hand with the pump spell.
3. I'm considering running Tribal Flames as a 2-of. I know you've cut it and seem to be happier without it, but I just love that card so much. Perhaps a Pet Card situation. So, I guess hypothetically if you WERE to run Tribal Flames, which black dual do you think would work best? Usually I just use Blood Crypt sort of as though I were playing a basic Mountain, but am wondering if that's correct here or if red isn't a dominant enough color.
4. Is Knight of Autumn good here? Either main-board or in the 75 in total? Might try them sideboard.
In case you're still looking for things, similar to Hazezon Tamar:
Wasitora, Nekoru Queen makes little cats that are Red Green and Black.
Also, I'm sure you've already considered this but Knight of New Alara is great!
Daredevil seems wicked!
I'm brand new to this thread but love watching RUG Command decks online and my friend from back home played it a lot. I have most of the cards on Magic Online so I think I'm going to try to give the deck a go. It seems right up my alley, and it's nice having a primer to look to for help
How easy is it to get Delirium? I guess you don't really need it super quickly, but do you ever run into issues when you could win but don't have delirium? I've been wanting to do a deck very similar to this but the list is slightly different (no Huntmaster of the Fells maindeck, and 2xKiki-Jiki, Mirror Breaker and 4xBounding Krasis), but I'm definitely interested in this Traverse the Ulvenwald business.
Also only really feel confident with that since Spell Pierce feels so much like a Negate already.
Excited to see how it goes.
Also, when does Snapcaster Mage come in? When you don't need three Paths?
Maybe sideboarding is something I'll have to get used to here
I like it because you can choose what to destroy. You probably won't be popping it for 1 if you have three Wild Nacatls out, but can kill some of their dudes. It's pretty snazzy. Oh also Lingering Souls
I like some of those sideboard cards a lot. I might throw a Rakdos Charm or two in my own board. Ghostly Prison is interesting, what do you bring it in against? I'm guessing Infect, Affinity, Zoo, that Kiln Fiend deck? Seems pretty solid for those alone.
OH MY GOODNESS that's awesome! My claim to fame.
I actually am unhappy with the fetches atm, I think more Arid Mesa might be the best way to go. Can get Stomping Grounds, Hallowed Fountain, Temple Garden, Steam Vents...I don't know why I'm listing them, but it can get me all of the sort of best turn 1-3 shocks. If I get my hands on 2 more I'd definitely replace them.
I have seen Chandra, Torch of Defiance a lot of times and she's been really powerful. I'm surprised by how little I use her -3 immediately when dropping her. Usually I have a bit of a board and have been clearing the way already. It comes up every now and then (especially against Thought Knot Seer which I have a deep, visceral hatred of).
In regards to casting her, I so far haven't had an issue. Generally I'm going for a Steam Vents as my third or fourth land regardless of if she's in my hand. I mostly like planeswalkers more because they're a bit harder to kill than creatures, and in some matches that can make all the difference. Especially since both of them draw me cards.
I just got my first 5-0 on an MTGO League tourney. Here was my list:
4x Wild Nacatl
4x Noble Hierarch
2x Grim Lavamancer
4x Tarmogoyf
2x Snapcaster Mage
2x Qasali Pridemage
3x Geist of Saint Traft
1x Thalia, Heretic Cathar
Planeswalkers (4)
2x Chandra, Torch of Defiance
2x Tamiyo, Field Researcher
Spells (13)
4x Lightning Bolt
3x Path to Exile
4x Tribal Flames
2x Lightning Helix
2x Arid Mesa
2x Bloodstained Mire
4x Windswept Heath
4x Wooded Foothills
1x Blood Crypt
1x Hallowed Fountain
1x Overgrown Tomb
1x Sacred Foundry
1x Steam Vents
1x Stomping Grounds
1x Temple Garden
1x Forest
1x Plains
1x Path to Exile
1x Dispel
2x Natural State
1x Negate
2x Unified Will
1x Ancient Grudge
2x Wheel of Sun and Moon
1x Gaddock Teeg
1x Spellskite
1x Timely Reinforcements
1x Kitchen Finks
1x Engineered Explosives
I won against:
Match 1: UWR Control
Just sort of went hyper-fast (Geist of Saint Traft is obviously very good against them, and counterspells are fun from the sideboard. Got to counter his last-ditch effort Cryptic Command which felt nice).
Match 2: Boros Control
I didn't see a single Blood Moon, Anger of the Gods, or Wrath of God, so I just kept swinging in and was able to cast spells. Their single creature removal is good, but not that good. Oh, and I played around Blessed Alliance by sending my Noble Hierarch into battle with my Geist of Saint Traft. Lol.
Match 3: Lantern Control
Ugh, I hate this deck so much. I thought him dropping Sun Droplets game 3 was the end, but he never found a Ensnaring Bridge and I had a lot of burn in my hand. Got to Snapcaster Mage a Tribal Flames :^)
Match 4: Amulet of Vigor
Seemed pretty much like the deck when it was in the pro-tour and all that. Amulet of Vigor and Simic Growth Chambers and Azusa, Lost but Seeking. But no Summer Bloom, which is harder to deal with than Azusa, Lost but Seeking who I just sort of killed each game.
Match 5: Dredge
The dreaded Dredge. I got to try out Wheel of Sun and Moon which had the same effect as Grafdigger's Cage (the sideboard card I replaced for this tourney). That is, it just got immediately destroyed by Nature's Claim. Luckily, thanks to a combination of fast hands on my part and slow hands on theirs, I took the match :^)
I don't know how long I'll keep in Thalia, Heretic Cathar. She was good, but only amazing every now and then (surprisingly good against Dredge because my Geist of Saint Traft didn't get chumped by Narcomeba when they came out). Thoughts for a fourth 3-drop, if I do decide to change her? I don't really like playing the full playset of Geist of Saint Traft.
The more I'm thinking about it, the more I like Wheel of Sun and Moon. I've been playing with Grafdigger's Cage and I never really want to play it on turn 1 anyway. Certainly they can get a bit of a good graveyard on the first turn, but they can't do much with it if everything else is getting exiled from that point on. I know they generally bring in Nature's Claim from the sideboard anyway but that also gets most of the other good sideboard cards. I also like Wheel of Sun and Moon for decks like Grixis Control / Delver. They shouldn't be good against us in theory, but turn one Thought Scour into turn two Lightning Bolt and Tasigur, the Golden Fang, along with all of their Snapcaster Mage shenanigans is tough to deal with. Also, it seems better against Living End. Hmm, I'm going to test it out, that card seems good against a lot of decks while not hurting Tarmogoyf