I have seen most lists have 21 (as I do myself, as noted). Because our curve is so low going to 20 doesn't sound too horribl, but I would need to try it.
I am also unsure why 3 Thugs and 4 Loams over the over the way around (although again, I have seen a tendency to go down to 3 Loams). I find using 4 Thugs gives me much needed consistency when dredging. Rarely do you/will you have more than 1 Loam in Hand. And hitting Thug (or Imp for that matter) earlier for dredging increases the chances of everything else falling into place nicely. Dredge 1 can be a significant change.
I was wondering whether you Dredge experts could tell me why is 21 the accepted number of Lands in this Deck. I also got Dredge, and run it at 21 Lands as well, but what/how much would the risk be of going down to 20?
Which was actually my concern. A creature-less Burn would have a hard time stopping the incoming onslaught methinks, but Path and Palm should be enough if playing smart, as you mention.
What with all people proclaiming the death of Burn, I am not really sure this is the case. I don't want that to be the case, because, as I said earlier, I am fascinated by the beautiful simplicity and consistency of Burn. Not saying this is a mindless deck to pilot, it has actually opened my eyes that all play styles should be respected.
so what are people siding in and out vs DSJ on the play and draw? How successful has your plan been?
What game plan have you using? Has anyone had success not firing off spells until they land a goyf or have already dropped themselves to below 13? Has this worked out?
I'm currently siding out blaze and skullcrack for paths and relics but I'm sort of feeling siding out some number of creatures as they are immediately outclassed outside of eidolon. Relic helps a lot but it's still s very difficult match.
I'm actually siding out all of my creatures except Eidolon and bringing in 2-3x Deflecting Palm, 3x Paths, and 2x RIP. Basically draw go, let them do the work for me, live through their IoK and seizes, make abrupt decay a dead card by not playing any dudes, then basically hemorrhage burn spells once they have got themselves low enough.
So how's the match vs. DSJ? I guess it must be hard, with all the amount of discard spells, right? We run enough interaction/protection against aggro creatures, but the discard can severely hamper that capability...
Thanks. For the record, I am a Control player at heart but am absolutely enamored with the redundancy and efficiency Burn provides.
Indeed it can be painful to run three main colors, but Inspiring Vantage leverages the pain a little bit. I never liked Nacatl because she does not have haste and well, she's a Green card. The Deck looks cosmetically much better with only Red and Gold cards. Probably the Control (read: obsessive) player in me.
Pretty standard I think, though I wanted to include 2 Rest in Peace and 2 Stony Silence. The former against the new boogeyman, the second because it's auto-win against the ever-present Affinity. But I think the Sideboard is pretty good as it is, too...
I have read the last pages, trying t find a discussion on DSJ. From what I get, we play the control role there. So, is this match 50/50, or favored, or unfavored? (Hence my inquiry regarding Rest in Peace).
I know very well the power of 4 Spreading Seas + 4 Ghost Quarter. The mana denial real, and coupled with counters gives plenty of time, I can give a first-hand account of it.
With that theory in mind, I want to try 4 Walls + 3 Tectonic Edge. There is not much pressure anymore of destroying Lands as Infect has dropped down, and the Walls should keep aggro at bay.
I haven't seen Blade Splicer in a while. How's that working for you?
I like the list, but I would like more Snapcasters as it's friggin' Snapcaster Mage. I was thinking more of a 4 Wall/3 Snap/3 Angel split. Merely for value (but also to help against aggro), and to present a reasonable clock with the Angel.
Thanks! I myself prefer those Decks choke-full of counterspells and draw, but it is necessary to be able to end the game "quickly" enough in Modern, thus I want to give the Resto/Wall a chance. Although it appears as though Modern is starting to slow down a bit.
Quick question. What Deck fits in this thread? I mean, it's obviously UW Control, but is it only a Draw-Go Style of Deck or if I include Resto/Wall is it also included? I mean, my preferred style is a Draw-Go kind of deck but I have been wanting to toy with Resto and Wall in a UW Deck lately.
Deck thinning isn't much of a real thing, only reason to run fetch lands is to splash or the 1 off Temporal Trespass, which is very powerful.
I guess it makes much sense. And is it worthwhile to splash the Singleton Temporal Trespass? I haven't seen much lists with it, so I would take it as a no.
I am also unsure why 3 Thugs and 4 Loams over the over the way around (although again, I have seen a tendency to go down to 3 Loams). I find using 4 Thugs gives me much needed consistency when dredging. Rarely do you/will you have more than 1 Loam in Hand. And hitting Thug (or Imp for that matter) earlier for dredging increases the chances of everything else falling into place nicely. Dredge 1 can be a significant change.
As a reference, here is what I use:
4x Insolent Neonate
4x Narcomoeba
4x Bloodghast
4x Golgari Thug
4x Stinkweed Imp
4x Prized Amalgam
1x Haunted Dead
Sorceries
4x Faithless Looting
4x Cathartic Reunion
3x Life from the Loam
3x Conflagrate
4x Arid Mesa
2x Wooded Foothills
2x Stomping Ground
3x Copperline Gorge
1x Blood Crypt
2x Blackcleave Cliffs
2x Gemstone Mine
2x Dakmor Salvage
2x Mountain
1x Forest
The Fetchland choices are mainly what I have (I think it shows). It is imperative to get Bloodstained Mire instead of Arid Mesa I take it?
What with all people proclaiming the death of Burn, I am not really sure this is the case. I don't want that to be the case, because, as I said earlier, I am fascinated by the beautiful simplicity and consistency of Burn. Not saying this is a mindless deck to pilot, it has actually opened my eyes that all play styles should be respected.
Indeed it can be painful to run three main colors, but Inspiring Vantage leverages the pain a little bit. I never liked Nacatl because she does not have haste and well, she's a Green card. The Deck looks cosmetically much better with only Red and Gold cards. Probably the Control (read: obsessive) player in me.
For reference, this is my list:
4 Goblin Guide
4 Monastery Swiftspear
4 Eidolon of the Great Revel
1 Grim Lavamancer
Sorceries
4 Lava Spike
4 Rift Bolt
Instants
4 Lightning Bolt
4 Searing Blaze
4 Boros Charm
4 Atarka's Command
2 Lightning Helix
2 Skullcrack
4 Arid Mesa
3 Wooded Foothills
3 Scalding Tarn
2 Sacred Foundry
2 Stomping Ground
3 Inspiring Vantage
2 Mountain
4 Path to Exile
4 Destructive Revelry
2 Lightning Helix
2 Skullcrack
2 Deflecting Palm
1 Grim Lavamancer
Pretty standard I think, though I wanted to include 2 Rest in Peace and 2 Stony Silence. The former against the new boogeyman, the second because it's auto-win against the ever-present Affinity. But I think the Sideboard is pretty good as it is, too...
I have read the last pages, trying t find a discussion on DSJ. From what I get, we play the control role there. So, is this match 50/50, or favored, or unfavored? (Hence my inquiry regarding Rest in Peace).
With that theory in mind, I want to try 4 Walls + 3 Tectonic Edge. There is not much pressure anymore of destroying Lands as Infect has dropped down, and the Walls should keep aggro at bay.
I like the list, but I would like more Snapcasters as it's friggin' Snapcaster Mage. I was thinking more of a 4 Wall/3 Snap/3 Angel split. Merely for value (but also to help against aggro), and to present a reasonable clock with the Angel.
I guess it makes much sense. And is it worthwhile to splash the Singleton Temporal Trespass? I haven't seen much lists with it, so I would take it as a no.