So this is a concept I've been dreaming about for a while, and after running this at FNM the past couple weeks and placing 4th and 3rd, I think I'm on to something. The idea is to use Pillar of the Paruns and Reflecting Pool as painless lands that make all 5 colors and come in untapped. From there I run a slew of the best multicolor control spells around. The deck is a blast to play (and really difficult to pilot with all the decisions to make), and it will keep your opponent guessing at all times given the variety. Here's the list I'm currently working with.
1. "Doesn't this deck auto-lose to Blood Moon?"
This is the first thing everyone at my LGS kept saying when they saw my deck. Yes, obviously a resolved Blood Moon is really bad for this deck, but Blood Moon is hardly the main issues with this deck. There are so many ways for this deck to deal with Blood Moon. There's Abrupt Decay, Esper Charm, Izzet Charm, Counterflux, you can wish for a card to remove it if you know your opponent is playing Blood Moons, or you can Remand to stall for one of those other cards, and Coalition Relic gives us access to all the colors under Blood Moon anyways, so we can still play Decays anyways to blow it up.
2. Isn't that manabase too painful?
Yes and no. The manabase isn't as painful as it would first appear, and how often you can afford to shock yourself also comes down to what deck you're playing against. Ideally, turn 1 can be spent playing a Vivid land or a fetch land, then fetch for a land and put it in tapped. The land you get depends on what cards you'll be trying to cast over the next few turns. Turn 2 is where you will want an untapped land, even if it means shocking for it, because a lot of our spells come online at that point. Turn 3 onwards it's mostly ok to just play our lands tapped, unless you really need to cast a specific 3-4 mana card like Counterflux or Supreme Verdict before you untap again, in which case, shocking yourself would be worth it. The deck also has Lighting Helix, Siege Rhino, and Sphinx's Revelation and Dragonlord Dromoka out of the board to help with lifegain. With all that said, I wouldn't mind having some more lifegain in the deck somewhere.
Things I've noticed playing the deck:
-This deck can do some goofy stuff, like going from Abrupt Decay into Esper Charm into Siege Rhino. Glittering Wish gives us full access to our sideboard in game 1, be it specific answers we need, or mass removal, or the perfect finisher against our opponent's deck (most of the time it's Dromoka or Keranos). There's also some silly synergy with Siege Rhino, Kolaghan's Command, and Snapcaster Mage.
-Sideboarding is challenging. This is why I have 3 Verdicts in the side. Against decks where I'd want verdict, I can bring 2 of them in and keep 1 in the sideboard for wish targets, essentially giving me 6 Verdicts.
-Ghost Quarter is a huge problem for the deck. It's essentially Wasteland against this deck. I'm considering cutting the Coalition Relics in favor of a couple more basics. Relic has been nice to have in play, but I don't like having to spend 3 mana on it when there's a million other things I can be doing at any given time with all the choices this deck presents. Pillar of the Paruns also has made it difficult to cast the Relic. Granted the Pillar doesn't work with a few other cards in the deck, but those cards are all 1-2 mana, and are fairly easy to cast anyways. 3 mana for a relic seems demanding, and dropping a Pillar in the first few turns means Relic can't be played until I have 4+ lands out, and by that point, getting the right colors isn't really an issue. Relics are nice to have against Blood Moon, but with all the answers this deck has against Blood Moon as it is, the Moon shouldn't be out for more than 2 seconds anyways.
-This deck presents you with a lot of choices. I'm not sure I've had too many games where I haven't looked back and said I made multiple play mistakes. What lands to fetch for is the easy part of piloting this deck. There are so many charm effects, deciding what to wish for, when to wish, which way to deal with a certain threat, etc. On the positive side, the sheer power and versatility of the cards has pulled me through so many games, and I can just imagine how beasty this deck can be when piloted at its best.
-Tron is a problem matchup for this deck. Realm Razer can be kind of an answer to it, if you can get there, but I wish there was something more to do against this matchup.
What other good multicolor cards could go in this deck?
Sarkhan is basically a better keranos, as he doesn't die to nahiri in the grindy matchups.
Drawing a card or producing a 4/4 dragon every turn is pretty strong.
This deck is a blast to play. I just finished up a match against Norin Sisters (I had to leave for class), and we ended there 1-1. He got me down to 1 life, but I managed to crawl back up, and eventually beat down with a Siege Rhino, bringing him all the way from thirty-something to zero. Some cards I'm wondering if you think would be a good fit:
Gifts Ungiven: Seems like it would be great in this deck. Perhaps run a 1-of Elesh and Unburial Rites while we're at it, since they're pretty crippling together. This would also make sideboard hate more potent.
Radiant Flames: A damage-based sweeper that only requires one red mana out of us, and can hit for three (pretty much always).
My biggest complaint is that the mana base definitely needs work. I spent many turns missing colors that would've helped me stabilize sooner.
Some pretty great moments from my couple of games:
1. This actually happened a few times. Opponent attacks, I flash in Snapcaster Mage as a chump block, flashing back Path to Exile. This is actually probably what saved me in the second game.
2. This was probably the craziest thing I did in the second game. I'm holding a Kolaghan's Command and a Keranos, God of Storms that I wished for on my turn. My opponent goes to play Ranger of Eos. I cast K-Com, choosing shock and return to hand. I put Snapcaster back into my hand, then cast Snapcaster to flashback Counterflux. There are some really nice synergies going on here, and the deck's quite fun to play.
Radiant Flames: A damage-based sweeper that only requires one red mana out of us, and can hit for three (pretty much always)
Firespout would be better then. It also may be right to cut Jund charm/one Supreme verdict for it in the sideboard as there could be a situation when you have 5 mana, Wish in hand a stack of 3 thoughtness creatures on the other side of the battlefield.
How is firespout better? We will rarely kill a creature we have that isn't snapcaster, but snapcaster gets its value out of entering the battlefield not simply existing on it.
Does Voidslime have a home here? Super sweet looking deck. If the format slows down a little I may give it a try. Is Chromatic Lantern pretty much a straight upgrade over relic?
Does Voidslime have a home here? Super sweet looking deck. If the format slows down a little I may give it a try. Is Chromatic Lantern pretty much a straight upgrade over relic?
I thought so, and I've been testing it. Haven't regretted the switch at all so far.
Does Voidslime have a home here? Super sweet looking deck. If the format slows down a little I may give it a try. Is Chromatic Lantern pretty much a straight upgrade over relic?
I thought so, and I've been testing it. Haven't regretted the switch at all so far.
OP also mentioned switching the artifacts out for basics, do you have any thoughts on that? I do really like the idea of lantern though, as its mana fixing is second to none, and it also functions with a stony silence in play (if that would ever be relevant for any reason).
Electrolyze also seems like a possibility for this list, I just don't know what I could cut for it. Maybe just a meta call.
Seems people got interested in this deck. It's been a few month since I played it, but here's where my list is at. I'll probably pull this deck out to play once in a while, as it is quite a blast.
Ghost Quarter is just so bad for this deck, running a couple more basics helps, and I always struggled to find a good time to play the Relics, as I found myself wanting to play other multicolor spells to interact with the board or set up a wish. Crumbles are for Tron, which is kinda sad for this deck. What we really need is a multicolor version of Crumble. I cut some of the fluff from the sideboard, as I just really wasn't using some of it. Sphinx's Revelation replaced the All Suns' Dawn in the main deck. All Suns is cute, but even people who didn't know I ran it, still brought in graveyard hate when they saw Snapcaster, K-Command, and Seige Rhino doing silly things together, and what the deck really wanted was card draw at that slot (and more main deck life gain never hurts). The Detention Sphere is supposed to be a Maelstrom Pulse to act as a catch all answer, but I don't own a Pulse yet. I've also toyed around with the idea of having Sigarda, Host of Herons in the board as well as a win con.
I really like this deck and I tried it when I saw you post it originally. When testing I immediately cut the Relic's as I disagreed with them, and replaced them with Electrolyze. I also added a fourth P2E instead of one Izzet Charm.
My problem with this deck is that it sometimes does very little for the first two turns. I think Izzet Charm's while cool, they are largely just worse than having Lightning Bolt or some other turn 1 play, like even Inquisition of Koz or Thoughtseize. I think the main thing this deck needs is to cut some of the turn 2 plays stuff which it already excels at, and find a way to do a little more in turn 1.
All in all my list looks like your current one
I've removed -1 land, -2 Izzet Charm, -1 Lightning Helix and -1 Abrupt Decay
and added +1 Path to Exile and +3 Lightning Bolt, +1 Electrolyze.
I also changed the mana around a little, including turning some pools into fetches
I do like it like this, still experimenting however.
I see some talking in here about Voidslime (presumably over Counterflux) but in my opinion Counterflux is much better, both abilities will throw basically an equally heavy spanner in the works of anything, but this is exactly the sort of deck that people board in Dispels and Pierces against, e.g. not having the option to use a counter to protect a Become Immense on a beater for example seems much nicer. But I might just be missing some key interactions that make Voidslime worth considering? I guess maybe countering a fetch to leave them down a land, or an AEther Vial activation? Neither seem as good as Counterflux honestly
I see some talking in here about Voidslime (presumably over Counterflux) but in my opinion Counterflux is much better, both abilities will throw basically an equally heavy spanner in the works of anything, but this is exactly the sort of deck that people board in Dispels and Pierces against, e.g. not having the option to use a counter to protect a Become Immense on a beater for example seems much nicer. But I might just be missing some key interactions that make Voidslime worth considering? I guess maybe countering a fetch to leave them down a land, or an AEther Vial activation? Neither seem as good as Counterflux honestly.
When I get a little more time, I intend to weigh in here with some other cards for consideration, but here my initial thoughts on Voidslime (full disclosure: I am really looking for an excuse to play this card ha ha) Nothing else in modern does what this card does, but of course that alone is not enough. I would lump this in as a Cancel variant, in the same category as Counterflux, and I think it is very meta dependent. So what does this card allow us to do over and above countering a spell in modern? This card tags not only fetchlands, as you pointed out (but I would think that in a matchup where that is the best activated ability we could hit, the card would be better served as a Cancel) but Lili/Nahiri ultimate (as well as any other pivotal plansewalker activation) , O-stone/expedition map activation, Sanctum of Ugin, Ulamog Trigger (bonus if we have a path in hand), manland activations, Emrakul extra turn trigger, and of course many more niche interactions. I can promise you that any time you play this card, your opponent is going to want to read it, and maybe it is too cute, but it isnt impossible for the gotcha factor to steal games under the right circumstances, and if you are playing in a meta with little to no other decks running counterspells, I would play as many as 2 potentially. I will admit I haven't tested the card in any capacity, as I have just stumbled across this deck recently, but I think it has a lot of potential, especially if the deck already has slots for 3 Cancel type effects.
This morning I looked through every modern legal "gold" card (all 1169 of them), and here is a quick list of some things that could be considered depending on one's local meta (mostly in response to control's Tron problems but none of these seem wonderful). I can provide some reasoning for these suggestions upon request or just when I have a little more time.
I guess my only initial concern about the deck, ignoring the blood moon issue (coming here from the esper control draw go thread) is how does the deck do with keeping cards in your hand? Does it lean really hard on exper charm in divination mode? I would almost feel naked without Think Twice, but I don't think that engine is right for this deck, nor is Ancestral Vision.
I have a different take on this deck.
I've played this deck for a while. I loved the shards/lorwyn standard back in the day, and wondered if it would work in modern. I tried a fetch/shock manabase a few years ago at a GP (almost made day 2), but lost due to having my life total starting around 12. I played in a side event with this version in May at GP Charlotte, and went 3-0-1. The key is so many cheap interactive spells, and then cruel/Ugin endgame. Painful truths keeps you fueled better than vision, and your life total is pretty decent. It takes some practice, but I really like it for modern if blood moon isn't super dominant in your area. I found electrolyze and chromatic lantern too slow,
Fatal Push also looks good in the future.
Let me know what you think...
I really like this deck idea. I completely forgot that glittering wish was a card altogether. and tbh i have never heard of Pillar of the Paruns Which is funny because i have been trying to work on my own 5cc deck since the khans block rotated out of the format. During that time i was playing a really fun 5cc deck and just fell in love with the concept of having access to all colors. But since the shift to try and make a modern version of the deck, i started to feel like the deck was missing something or just couldn't do everything i was trying to do. (probably because i was getting greedy and wanted to do everything) But after seeing this, i just gave me the idea that glittering wish was the missing puzzle piece!! If you anyone would like to compare, give tips and suggestions i am all ears, heres the deck list prior to me making changes to add glittering wish:
also as an idea for dealing with tron, you have many good sideboard options for glitter targets. crumble to dust is an amazing option that hurts them hard, but for game one options or even a main board option you have fulminator mage.
other one of sideboard options: wrecking ball - prob the most versatile option as it hits creature or land poison the well - not as strong as the first two but still a decent turn one glitter target. drain the well - Same as poison the well.
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2 Snapcaster Mage
2 Siege Rhino
Artifacts (2)
2 Coalition Relic
Other Spells (30)
3 Path to Exile
4 Remand
3 Lightning Helix
4 Abrupt Decay
4 Glittering Wish
2 Izzet Charm
4 Esper Charm
2 Kolaghan's Command
3 Counterflux
1 All Suns' Dawn
4 Pillar of the Paruns
4 Reflecting Pool
1 Vivid Grove
1 Vivid Creek
4 Flooded Strand
2 Polluted Delta
1 Overgrown Tomb
1 Godless Shrine
1 Hallowed Fountain
1 Sacred Foundry
1 Watery Grave
1 Temple Garden
1 Steam Vents
1 Island
1 Dreadbore
1 Slaughter Games
1 Wear // Tear
1 Fracturing Gust
1 Rakdos Charm
1 Jund Charm
3 Supreme Verdict
1 Crackling Doom
1 Sphinx's Revelation
1 Dragonlord Dromoka
1 Sarkhan Unbroken
1 Keranos, God of Storms
1 Realm Razer
I'll address the obvious things first.
1. "Doesn't this deck auto-lose to Blood Moon?"
This is the first thing everyone at my LGS kept saying when they saw my deck. Yes, obviously a resolved Blood Moon is really bad for this deck, but Blood Moon is hardly the main issues with this deck. There are so many ways for this deck to deal with Blood Moon. There's Abrupt Decay, Esper Charm, Izzet Charm, Counterflux, you can wish for a card to remove it if you know your opponent is playing Blood Moons, or you can Remand to stall for one of those other cards, and Coalition Relic gives us access to all the colors under Blood Moon anyways, so we can still play Decays anyways to blow it up.
2. Isn't that manabase too painful?
Yes and no. The manabase isn't as painful as it would first appear, and how often you can afford to shock yourself also comes down to what deck you're playing against. Ideally, turn 1 can be spent playing a Vivid land or a fetch land, then fetch for a land and put it in tapped. The land you get depends on what cards you'll be trying to cast over the next few turns. Turn 2 is where you will want an untapped land, even if it means shocking for it, because a lot of our spells come online at that point. Turn 3 onwards it's mostly ok to just play our lands tapped, unless you really need to cast a specific 3-4 mana card like Counterflux or Supreme Verdict before you untap again, in which case, shocking yourself would be worth it. The deck also has Lighting Helix, Siege Rhino, and Sphinx's Revelation and Dragonlord Dromoka out of the board to help with lifegain. With all that said, I wouldn't mind having some more lifegain in the deck somewhere.
Things I've noticed playing the deck:
-This deck can do some goofy stuff, like going from Abrupt Decay into Esper Charm into Siege Rhino. Glittering Wish gives us full access to our sideboard in game 1, be it specific answers we need, or mass removal, or the perfect finisher against our opponent's deck (most of the time it's Dromoka or Keranos). There's also some silly synergy with Siege Rhino, Kolaghan's Command, and Snapcaster Mage.
-Sideboarding is challenging. This is why I have 3 Verdicts in the side. Against decks where I'd want verdict, I can bring 2 of them in and keep 1 in the sideboard for wish targets, essentially giving me 6 Verdicts.
-Ghost Quarter is a huge problem for the deck. It's essentially Wasteland against this deck. I'm considering cutting the Coalition Relics in favor of a couple more basics. Relic has been nice to have in play, but I don't like having to spend 3 mana on it when there's a million other things I can be doing at any given time with all the choices this deck presents. Pillar of the Paruns also has made it difficult to cast the Relic. Granted the Pillar doesn't work with a few other cards in the deck, but those cards are all 1-2 mana, and are fairly easy to cast anyways. 3 mana for a relic seems demanding, and dropping a Pillar in the first few turns means Relic can't be played until I have 4+ lands out, and by that point, getting the right colors isn't really an issue. Relics are nice to have against Blood Moon, but with all the answers this deck has against Blood Moon as it is, the Moon shouldn't be out for more than 2 seconds anyways.
-This deck presents you with a lot of choices. I'm not sure I've had too many games where I haven't looked back and said I made multiple play mistakes. What lands to fetch for is the easy part of piloting this deck. There are so many charm effects, deciding what to wish for, when to wish, which way to deal with a certain threat, etc. On the positive side, the sheer power and versatility of the cards has pulled me through so many games, and I can just imagine how beasty this deck can be when piloted at its best.
-Tron is a problem matchup for this deck. Realm Razer can be kind of an answer to it, if you can get there, but I wish there was something more to do against this matchup.
What other good multicolor cards could go in this deck?
UBRKess, Dissident MageUBR - Controlling Dissidents
GRhonas the IndomitableG - Indomitable Four Drops
WUBOloro, Ageless AsceticWUB - Loot & Renanimate
Drawing a card or producing a 4/4 dragon every turn is pretty strong.
Gifts Ungiven: Seems like it would be great in this deck. Perhaps run a 1-of Elesh and Unburial Rites while we're at it, since they're pretty crippling together. This would also make sideboard hate more potent.
Radiant Flames: A damage-based sweeper that only requires one red mana out of us, and can hit for three (pretty much always).
My biggest complaint is that the mana base definitely needs work. I spent many turns missing colors that would've helped me stabilize sooner.
Some pretty great moments from my couple of games:
1. This actually happened a few times. Opponent attacks, I flash in Snapcaster Mage as a chump block, flashing back Path to Exile. This is actually probably what saved me in the second game.
2. This was probably the craziest thing I did in the second game. I'm holding a Kolaghan's Command and a Keranos, God of Storms that I wished for on my turn. My opponent goes to play Ranger of Eos. I cast K-Com, choosing shock and return to hand. I put Snapcaster back into my hand, then cast Snapcaster to flashback Counterflux. There are some really nice synergies going on here, and the deck's quite fun to play.
Firespout would be better then. It also may be right to cut Jund charm/one Supreme verdict for it in the sideboard as there could be a situation when you have 5 mana, Wish in hand a stack of 3 thoughtness creatures on the other side of the battlefield.
I thought so, and I've been testing it. Haven't regretted the switch at all so far.
OP also mentioned switching the artifacts out for basics, do you have any thoughts on that? I do really like the idea of lantern though, as its mana fixing is second to none, and it also functions with a stony silence in play (if that would ever be relevant for any reason).
Electrolyze also seems like a possibility for this list, I just don't know what I could cut for it. Maybe just a meta call.
2 Snapcaster Mage
2 Siege Rhino
Other Spells (30)
3 Path to Exile
4 Remand
3 Lightning Helix
4 Abrupt Decay
4 Glittering Wish
2 Izzet Charm
4 Esper Charm
2 Kolaghan's Command
3 Counterflux
1 Sphinx's Revelation
Lands (26)
4 Pillar of the Paruns
4 Reflecting Pool
1 Vivid Grove
1 Vivid Creek
4 Flooded Strand
2 Polluted Delta
1 Overgrown Tomb
1 Godless Shrine
1 Hallowed Fountain
1 Sacred Foundry
1 Watery Grave
1 Temple Garden
1 Steam Vents
1 Island
1 Forest
1 Plain
1 Detention Sphere
1 Slaughter Games
1 Fracturing Gust
1 Rakdos Charm
1 Jund Charm
3 Supreme Verdict
1 Crackling Doom
1 Dragonlord Dromoka
1 Sarkhan Unbroken
1 Keranos, God of Storms
3 Crumble to Dust
Ghost Quarter is just so bad for this deck, running a couple more basics helps, and I always struggled to find a good time to play the Relics, as I found myself wanting to play other multicolor spells to interact with the board or set up a wish. Crumbles are for Tron, which is kinda sad for this deck. What we really need is a multicolor version of Crumble. I cut some of the fluff from the sideboard, as I just really wasn't using some of it. Sphinx's Revelation replaced the All Suns' Dawn in the main deck. All Suns is cute, but even people who didn't know I ran it, still brought in graveyard hate when they saw Snapcaster, K-Command, and Seige Rhino doing silly things together, and what the deck really wanted was card draw at that slot (and more main deck life gain never hurts). The Detention Sphere is supposed to be a Maelstrom Pulse to act as a catch all answer, but I don't own a Pulse yet. I've also toyed around with the idea of having Sigarda, Host of Herons in the board as well as a win con.
My problem with this deck is that it sometimes does very little for the first two turns. I think Izzet Charm's while cool, they are largely just worse than having Lightning Bolt or some other turn 1 play, like even Inquisition of Koz or Thoughtseize. I think the main thing this deck needs is to cut some of the turn 2 plays stuff which it already excels at, and find a way to do a little more in turn 1.
All in all my list looks like your current one
I've removed -1 land, -2 Izzet Charm, -1 Lightning Helix and -1 Abrupt Decay
and added +1 Path to Exile and +3 Lightning Bolt, +1 Electrolyze.
I also changed the mana around a little, including turning some pools into fetches
I do like it like this, still experimenting however.
I see some talking in here about Voidslime (presumably over Counterflux) but in my opinion Counterflux is much better, both abilities will throw basically an equally heavy spanner in the works of anything, but this is exactly the sort of deck that people board in Dispels and Pierces against, e.g. not having the option to use a counter to protect a Become Immense on a beater for example seems much nicer. But I might just be missing some key interactions that make Voidslime worth considering? I guess maybe countering a fetch to leave them down a land, or an AEther Vial activation? Neither seem as good as Counterflux honestly
any suggestions to improve it?
When I get a little more time, I intend to weigh in here with some other cards for consideration, but here my initial thoughts on Voidslime (full disclosure: I am really looking for an excuse to play this card ha ha) Nothing else in modern does what this card does, but of course that alone is not enough. I would lump this in as a Cancel variant, in the same category as Counterflux, and I think it is very meta dependent. So what does this card allow us to do over and above countering a spell in modern? This card tags not only fetchlands, as you pointed out (but I would think that in a matchup where that is the best activated ability we could hit, the card would be better served as a Cancel) but Lili/Nahiri ultimate (as well as any other pivotal plansewalker activation) , O-stone/expedition map activation, Sanctum of Ugin, Ulamog Trigger (bonus if we have a path in hand), manland activations, Emrakul extra turn trigger, and of course many more niche interactions. I can promise you that any time you play this card, your opponent is going to want to read it, and maybe it is too cute, but it isnt impossible for the gotcha factor to steal games under the right circumstances, and if you are playing in a meta with little to no other decks running counterspells, I would play as many as 2 potentially. I will admit I haven't tested the card in any capacity, as I have just stumbled across this deck recently, but I think it has a lot of potential, especially if the deck already has slots for 3 Cancel type effects.
This morning I looked through every modern legal "gold" card (all 1169 of them), and here is a quick list of some things that could be considered depending on one's local meta (mostly in response to control's Tron problems but none of these seem wonderful). I can provide some reasoning for these suggestions upon request or just when I have a little more time.
Anguished Unmaking
Azorius Guildmage
Deflecting Palm
Geist of Saint Traft
Gaddock Teeg
Meddling Mage
Render Silent
Reap Intellect
Sultai Charm
I guess my only initial concern about the deck, ignoring the blood moon issue (coming here from the esper control draw go thread) is how does the deck do with keeping cards in your hand? Does it lean really hard on exper charm in divination mode? I would almost feel naked without Think Twice, but I don't think that engine is right for this deck, nor is Ancestral Vision.
I've played this deck for a while. I loved the shards/lorwyn standard back in the day, and wondered if it would work in modern. I tried a fetch/shock manabase a few years ago at a GP (almost made day 2), but lost due to having my life total starting around 12. I played in a side event with this version in May at GP Charlotte, and went 3-0-1. The key is so many cheap interactive spells, and then cruel/Ugin endgame. Painful truths keeps you fueled better than vision, and your life total is pretty decent. It takes some practice, but I really like it for modern if blood moon isn't super dominant in your area. I found electrolyze and chromatic lantern too slow,
Fatal Push also looks good in the future.
Let me know what you think...
4 snapcaster mage
2 engineered explosives
1 batterskull
2 inquisition of kozilek
1 thoughtseize
2 serum visions
4 painful truths
1 timely reinforcements
1 supreme verdict
1 cruel ultimatum
2 lightning bolt
3 path to exile
3 abrupt decay
2 lightning helix
4 rune snag
1 kolaghan's command
2 cryptic command
1 Ugin
3 vivid creek
3 vivid marsh
3 mana confluence
4 reflecting pool
1 celestial colonnade
1 shambling vent
2 polluted delta
1 hallowed fountain
1 breeding pool
1 steam vents
1 watery grave
1 urborg, tomb of yawgmoth
1 island
1 academy ruins
SB:
1 nihil spellbomb
1 thoughtseize
1 timely reinforcements
2 crumble to dust
1 hero's downfall
1 dispel
1 gut shot
1 surgical extraction
1 ancient grudge
1 ray of revelation
1 stony silence
1 night of souls' betrayal
1 damnation
1 negate
Lands (24)
1 Blood Crypt
1 Canopy Vista
2 Celestial Colonnade
1 Cinder Glade
3 Flooded Strand
1 Godless Shrine
1 Hallowed Fountain
1 Island
2 Mana Confluence
4 Marsh Flats
1 Plains
1 Swamp
1 Temple Garden
3 Verdant Catacombs
1 Watery Grave
Instants (15)
2 Abzan Charm
3 Dispel
3 Lightning Helix
3 Path to Exile
3 Secure the Wastes
1 Sphinx's Revelation
Creatures (11)
2 Huntmaster of the Fells
4 Jace, Vryn's Prodigy
3 Siege Rhino
2 Snapcaster Mage
Planeswalkers (5)
3 Gideon, Ally of Zendikar
2 Sorin, Solemn Visitor
Sorceries (5)
2 Dreadbore
3 Painful Truths
crumble to dust is an amazing option that hurts them hard, but for game one options or even a main board option you have fulminator mage.
other one of sideboard options:
wrecking ball - prob the most versatile option as it hits creature or land
poison the well - not as strong as the first two but still a decent turn one glitter target.
drain the well - Same as poison the well.