- lukey52
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Member for 9 years, 6 months, and 17 days
Last active Fri, Dec, 27 2019 19:31:28
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Elminster posted a message on [Deck] UW ControlI am glad to see someone at least try out DLOjutai at least. As a 5 drop he has a lot to compete against in Gideon, Batterskull, Baneslayer Angel in UW Control but he can generate some card selection at the least and has hexproof while untapped. The deck seems more like midrange, and I like the little recursion package with SoLaS. SScorn seems like a fun card to try at least with DLOjutai and mutavaults. It seems the more midrange blend type of Control hybrids are doing a bit better overall, with the value creatures as a way to generate advantage.Posted in: Modern Archives - To post a comment, please login or register a new account.
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You're correct on both of those since Cavern/Tron are mana abilities and fetchland sacrifcing is not
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I wonder if it would fit into shops in Vintage as a 1 of or something.
6 mana is the sweet spot for a workshop/black lotus start and dropping this on turn 1 would be bonkers.
The deck has moved towards a more creature heavy version so the anthem is relevant (especially with thopter tokens). Everything is colourless so the reduction is relevant. The deck lacks card draw so the personal howling mine is relevant. Lastly the planewalker ability is the best, being able to shut off jace/dack completely rather than a revoker that can get killed seems huge.
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4 Path to Exile
3 Cryptic Command
2 Mana Leak
2 Sphinx's Revelation
1 Blessed Alliance
1 Condemn
1 Logic Knot
1 Negate
1 Shadow of Doubt
1 Spell Snare
4 Serum Visions
3 Ancestral Vision
3 Supreme Verdict
2 Detention Sphere
5 Islands
4 Ghost Quarter
4 Flooded Strand
3 Celestial Colonnade
2 Hallowed Fountain
2 Plains
2 Seachrome Coast
1 Tectonic Edge
1 Elspeth Sun's Champion
3 Spell Queller
2 Hallowed Moonlight
2 Rest in Peace
2 Vendilion Clique
1 Blessed Alliance
1 Celestial Purge
1 Disenchant
1 Last Breath
1 Surgical Extraction
1 Timely Reinforcements
This is the list I'm currently playing. Took it through 2 leagues online this morning. Went 1-4 (welp) and 4-1.
Matches -
Burn (1-1)
First match burn did it thing and I was dead on turn 4, even stacking my deck preboard couldn't have stopped it. Second game mulled to 5 and didn't really have much of a chance and lost pretty fast.
Second match me and my opponent both mulled to 5 and I was on the draw, they only had a suspended rift bolt on turn 1 and I was able to spreading seas their land (which turned out to be their only one). By the time they drew a second land a few turns later I had shadow of doubt to 'stifle' the fetch and they scooped. Game two I draw my timely, had blessed alliance, snapcaster and an early elspeth for an easy win.
4 Color Deaths Shadow (1-0)
Basically jund shadow splashing blue for denials. Easy 2-0, can't remember all that much but it wasn't close. Feels like such a good matchup, their early discard really comes back to hurt them when they're drawing all these bricks and we're drawing streams of cards.
Eldrazi Tron (0-1)
Ugly ugly match. Easily lost 2-0. Game one they had cavern of souls. Game two I stumbled on mana and didn't manage to have 4 mana in time for their turn 3 karn. After they exiled a land so I was back to 2 with no lands and no card draws I decided to just scoop rather than suffer on.
Jeskai Saheli Combo (0-1)
Threw this game away. I got them to tap out and slammed elspeth thinking they were on regular Jeskai at that point. Unfortunately they untapped and dropped felidar + saheli.
Game 2 countered the first saheli and managed to surgical it which he scooped to.
Game 3 I threw away... resolved elspeth with mana leak in hand. Instead of playing untapped land to keep mana leak open I played colonnade like a moron. Of course they untapped and went felidar (untap a land), saheli and killed me. If I had played the island I could have stopped her resolving and I'd have untapped with elspeth and a full grip of counters + removal. This was match 1 of the league I went 4-1 so especially sad because that could have been a 5-0 and would have shown up on goldfish
Living End (0-1)
They resolved living end, I had supreme verdict, they had living end on the next turn, I had another verdict... they had a 3rd stupid living end and I died.
Game 2 rest in peace and pressure from clique/queller was an easy win.
Game 3 I had hallowed moonlight in hand ready for their living end but on their turn 2 they had 1 cycler and 2 street wrath in the yard and Simian into living end before I had a chance to resolve anything. Eventually died to their beatdowns.
Norin the Wary (1-0)
Very easy matchup I wish I could play this every time. Hallowed moonlight is pretty hilarious in actually getting rid of that pesky norin and without him the deck is far less of a problem. 2-0 in games
Rally Combo (0-1)
Close match, lost game one to trashy creature beatdowns, won game two off a hallowed moonlight for their rally. Game 3 was a really long and close game. Managed to resolve a rest in peace and thought I was home and dry but collected company hit pridmage + blood artist, along with my low life total and his sac outlet he drained me out.
RG Tron (1-0)
Normal tron is so much weaker than the eldrazi version. Not having to face all same pressure the spreading seas/ghost quarter package can very easily keep them off tron. Easy 2-0.
UW Spirits (1-0)
Not played against this deck before but it's running a bunch of spell quellers, selfless spirit etc mausoleum wanderer etc
Easy 2-0 again. My quellers matched up so well against their threats. Everything was a 2-1 or 2-2 apart from their own queller.
Thoughts -
I was feeling really bad after going 1-4, had only planned to play 1 league but I knew the deck was better than that so played another. Feel a lot better after that.
I didn't stand a chance against the first burn match and eldrazi tron. I was unlucky against living end and rally and I threw the match against saheli combo.
I should have gone 6-4 and with a little luck it could have been 8-2.
None of the cards in my deck were really bad. Shadow of doubt is questionable. I had it in there when storm was riding high as a way to go after gifts while also having a lot of general hits. I decided to keep it still because there are plenty of decks that are searching more than just lands. It's also satisfying to kill a fetch game 1 which makes people play around it in the other games even after I had sided it out. I like the interaction with it and path and I've had multiple games where I've cast it then had double or triple ghost quarter. So many decks have low land counts than triple strip mine can totally wreck their gameplan.
I've gone with 2 sphinx's revelation instead of 4 AV (also going down to 23 lands to make the space). AV is undoubtedly a strong card but I can't stand drawing it late in the game when it won't do anything. I've never had people concede to a resolved AV but revelation for 5+ almost always gets a concession when we're in top deck mode. I also like that rev can be flashed back with snappy if it's been discarded (or resolved).
As I said there's only 23 lands. I cut the 4th colonnade. I don't think that the deck needs all 4 to win, especially postboard. Obviously it's a fine line going down so few lands but with 4 serum visions and 4 spreading seas you see through enough of your deck to hit your land drops still.
The rest of the deck is pretty standard. I don't run more walkers. If I cut a revelation I'd put a jace in but he's never been all that impressive and tapping out for him early on always feels dicey. Although mana leak is a wombo combo with path I still like having 2. Logic knot has really impressed me but I think with only 4 fetches the deck couldn't support a 2nd and I'm not willing to swap basics for more fetches so mana leak will stick. Also prefer the second leak over the second negate. Negate is pretty unexciting against grixis shadow so having an actual counter for their creatures is good.
I think my sideboard is a long way removed from usual configurations.
Queller and clique are essential for giving the deck an actual clock while also providing disruption against combo decks. They also provide extra early interaction against aggro decks.
RIP is too strong not to included even in a snapcaster deck.
Surgical is a little sketchy but I like it against combo matchups as well as dredge and tron. Being able to surgical a tron piece is worth the price of a slot alone haha
2nd blessed alliance because it's so strong against death's shadow and also has nice crossover support against burn and other aggressive decks.
purge again hits all the big shadow threats, dredge stuff, burn creatures the list goes on. I wouldn't mind a second one really.
disenchant as a catch all so Dspheres are not the only answer to resolved artifacts/enchantments
timely as a one of doesn't really swing the burn % much and I would consider cutting this and considering burn a lost cause but I just hate losing to burn and when you do draw this you usually win.
last breath I know is an odd choice but I really like it. Great vs affinity, burn, storm, dredge, all flavours of coco decks, merfolk etc. I like being able to remove a creature without having to give up a land.
hallowed moonlight is probably the most questionable of all cards. I'm running 2 but could be convinced to run just 1. Thing is I hate hate hate Coco and moonlight stops that + chord, it's insane vs living end, good against dredge and has a lot of random applications such as vs goryo's stuff, through the breach and whatever. The fact it also cycles means I'll bring it in against vial decks because being able to surprise 'stifle' an activation is a non zero advantage. Besides it's better than keeping dead countermagic in. Then there's the fact it counters lingering souls and in general vs any tokens strategy. I've even had games where I've Dsphered creatures and my opponent has been able to remove the sphere only to have their incoming creature given the hallowed treatment
No stony silence, doesn't help vs chalice and thoughtknot/smasher from eldrazi. Affinity already feels like an easy matchup that I don't think it's worth 2 slots for just this. I don't like bringing it in against vial decks so there's little need for it. If lantern control became a part of the meta again I'd look to bring it back.
Also no extra counters in the board. The creature package functions the same way and actually provides a clock. Don't bother with leylines. I'm happy to go into discard wars vs decks when I'm drawing so many cards. It's not worth the slots in the board or the slots postboard in games.
Sorry for such a long wall of text I hope it's usefull to someone at least.
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Block him and you'll lose 4 life, let him go and you're in big trouble..
Love it
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They say they missed the interaction completely ok sure mistakes happen though clearly they need new people working there if they missed an obvious turn 4 2 card combo. But then to not fix this mistake in the last bannings was unforgivable. Then they don't ban it on Monday at which point no doubt people who thought it would get banned decided to buy into the deck. Then they effectively emergency ban it 2 days later because 2 days of data apparently changed everything...
Pathetic.
The sad thing is I don't think it will be the last ban in standard. When reflector mage got hit just because the deck was too strong (even though the card itself is in no way overpowered) shows to me that if a deck is dominating too much any card can go even if it's not broken in of itself.
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