Quote from mrPandarian »Quote from MatsuriFramboise »Here's my first attempt at a UW D&...
Glad to see you here, friend. Have you tried the monoW (colorless w) builds?
They're good basis for understanding the deck's mechanics.
Quote from MatsuriFramboise »Here's my first attempt at a UW D&...
Quote from SpiderSpace »I just tried a build of WU Death and Tempo with a GY subtheme in a modern friendly league and went 4-1, losing only to burn (0-2
0 and beating a nivmagus elemental deck, infect, mill, and jeskai nahri kiki combo deck.
I had some anti burn stuff in the board, but I may have to change it up a bit. The biggest problem I noticed was that I had no idea how to sideboard with it. This is the current list:
DeckMagic OnlineOCTGN2ApprenticeBuy These Cards
4 Æther Vial4 Path to Exile1 Vapor Snag4 Spell Queller1 Selfless Spirit1 Vendilion Clique3 Thalia, Guardian of Thraben3 Leonin Arbiter2 Aven Mindcensor3 Reflector Mage4 Flickerwisp2 Skaab Ruinator2 Thalia, Heretic Cathar3 Jace, Vryn's Prodigy2 Horizon Canopy4 Ghost Quarter2 Hallowed Fountain4 Seachrome Coast1 Eiganjo Castle2 Tectonic Edge2 Moorland Haunt1 Minamo, School at Water's Edge1 Island2 Snow-Covered Plains2 Flooded StrandSB1 Echoing Truth1 Hibernation2 Surgical Extraction3 Kataki, War's Wage1 Engineered Explosives2 Spellskite1 Worship2 Kor Firewalker2 Phyrexian Revoker
I can't really say how well JVP performed because he was prioritized by my opponents over almost everything else. The only game I used him at all was against mill in which he flipped after 1 use. I did play a game before the tournament in the practice rooms against Junk where he was really good. I dropped him when we had ground down to nothing and he just pulled me ahead.
Every time I used Skaab, it was pretty nuts. it's a only a beater, but it hits haaard and can block any fatty your opponent has. Path kills it well, but burn or kill spells have a hard time since it has recursion and just huge toughness. The rest of the deck played very tempo-y. I think this version has a pretty good MU vs infect since you have added disruption in the form of bounce and also spell queller can stop them from protecting their dudes/ buffing them while also being a relevant air blocker for inkmoth.
Not all of the MUs were top tier, but it felt pretty good against nihiri too. The idea of having vial up to reflector mage their Emrakul, the aeons torn is just dirty.
For burn, I'm wondering if I just had some bad luck. If I keep having problems against them, I'll add another kor firewalker to the board.
My thought behind 3 arbiter is that JVP helps consistency. I know you usually want arbiter early, but with the mindcensors too, it felt like enough. I didn't want to load on up 2 drops too much. Do you think cutting the 4th one was a mistake?
The flooded strands help to reduce merfolks inherent lead over you as well as buff your yard for JVP ideally. The mana base felt pretty decent and as always moorland haunt is a powerhouse.