I like the deck concept and want to update it to the current meta.
Some changes I'm looking into:
1. I like the idea of using Blightsteel Colossus over Emrakul as it doesn't shuffle your own GY and non-bo's with Snapcaster Mage.
It can also kill if it connects no matter what is the opponent's life total or how many permanents they have to sac' to "Annihilator".
The main downside is the vulnerability to Path to Exile (and Anguished Unmaking to a lesser extent) but the deck plays enough counters to offset it imho and Cryptic Command can tap down any blockers a turn before casting Through the Breach.
It can also be tutored for with Treasure Mage/Fabricate, the first can be used as a blocker or to chip in some damage and the second can be found by Peer Through Depths or flashed-back by Snapcaster Mage.
2. I like Peer Through Depths (can be used to splice Through the Breach to bait counterspells and maintain the card) over Sleight of Hand as an additional cantrip to search for the combo, the instant speed is good for holding counter mana.
Some of my answers:
Play against enough decks like Zoo and Jund and you want Emrakul instead of Blightsteel. Jund can discard your counterspells or make you regret sandbagging them with Bob and Liliana. Zoo puts a fast clock on you, then PtE's Blightsteel just like you feared (quite possibly before you draw your counterspells).
Possibly more importantly, Blightsteel no longer OHKOs if at least 2 toughness's worth of blockers is in the way. Therefore, good luck getting it past Melira Company, manlands, etc.
I'd love manlands like Wandering Fumarole in your mana base to clock your opponents post-Emrakul Breach.
My favourite toy card in UR Breach is Torrential Gearhulk: while it's a fine Plan B and I've won with it and Tiago against Infect before, it's really in my deck to be cheated in with Breach, then to effectively flash back Breach for Emrakul. At this point, I have 20 power on the board instead of 15--enough to OHKO those pesky aggro decks that can otherwise kill me post-Emrakul.
The gearhulk idea is cute but requires a lot to line up, Vendilion Clique provides me another creature to attack the opponent apart from snapcaster+bolt.
Should I add Spell Snare to the MD ? Is it good enough now ?
I can move some Izzet Charm to the SB to make room.
I see some players experimenting with the Saheeli+Felidar combo which (while potentially a turn quicker) is much more vulnerable and requires 3 colors as opposed to this one.
Here is my most recent list that I want to update:
He also mentioned a grixis list. What about this as a starting point? Basically control with vendilion clique and snapcaster beats, but able to threaten combo win at anytime. The question is do you want thoughtseize/inquisition to clear the way for the combo, or just all counters and removal?
3 fatal push
4 terminate
4 remand
3 spell snare
2 izzet charm
2 kolaghan's command
4 serum visions
4 through the breach
4 emrakul, the Aeons Torn
4 snapcaster mage
2 vendilion clique
From playing against the deck I've found one of the huge strengths of the deck is the ability to play entirely at instant speed. Thoughtseizes and inquisitions are cards that you would have to decide to hold up countermagic or play them which might not seem like a big deal, but it gives opposing combo decks (I play gifts storm) the opportunity to more freely do what they wish on their turn without fear of repercussion.
I love the instant speed, mostly blue playstyle. Running 4 Remand, 2 Mana Leak, 2 Spell Snare, 3 Cryptic, 4 Snap, 1 Gearhulk makes this deck feel crazy consistent. I took this build to very competitive FNM in Seattle and went undefeated, even beating burn! I played Infect -> Tron -> Burn -> UW Control and the deck felt awesome in every game.
just won another tournament with this deck, used a new build that I think is a lot more consistent.
round 1: burn - 2-0
game 1 I get hit a couple times by swiftspear, bolt it, spell pierce something, mana leak something, don't remember exactly, but I'm nearly hellbent end of turn 4 and at 1. Turn 5 top deck my 5th land, and breach into two cards and 3 mana - neither is burn and I win! Very surprising, I thought I was dead but had no other choice.
game 2 I play the counter game again and win off the back of a timely batterskull turn 6
round 2: affinity - 2-0
game 1 I'm on the draw, snare a ravager, remand an etched champion 2-3 times, breach him down to 8 turn 5 or 6, and clean up with bolt snap bolt.
game 2 ceremonious rejection on a ravager t1, then my opponent thoughtseizes me and my hand is (bolt, shatterstorm, cryptic, emmy, land). They take the shatterstorm. I draw into another bolt and breach and go for the kill.
round 3: dredge - 2-1
game 1 is super grindy. I almost get there but never find a breach.
game 2 I snap keep a hand with anger and lands that can cast it, but it doesn't matter because opp mulls to 4 and keeps a no lander.
game 3 I pierce a big conflagrate, counter a bunch of stuff, get hit by a few bloodghasts/amalgams/etc. then I draw the combo, bolt snap bolt his amalgams and block ghast to get him below 6 permanents. Breach on my turn, get him down low. He dredges some stuff back out, but then I just burn him.
round 4: gw comapany - 2-0
game 1 I visions, remand a 3 drop, electrolyze 2 dorks, and then land a clique, target myself to ditch a blood moon. Then clique and some burn get in for lethal over a few turns. Didn't reveal the combo at all.
game 2 I kill 3 devoted druids and remanded chord a few times before breaching for the win.
deck feels amazing. I think this 4 cryptic build feels more consistent then the spirit guide build. Beating dredge without drawing surgical or anger felt great. Maindeck spell pierce is AMAZING! That thing countered so much stuff turns 1 and 2, it's crazy.
http://www.channelfireball.com/articles/deck-of-the-day-modern-through-the-breach/
https://www.mtggoldfish.com/archetype/modern-ur-breach
And some more recent decks of the same type:
http://www.mtgstocks.com/decks/113964
https://www.mtggoldfish.com/deck/411313
https://www.mtggoldfish.com/deck/420057
http://www.mtgtop8.com/event?e=13077&d=276388&f=MO
http://www.mtgstocks.com/decks/119039
I like the deck concept and want to update it to the current meta.
Some changes I'm looking into:
1. I like the idea of using Blightsteel Colossus over Emrakul as it doesn't shuffle your own GY and non-bo's with Snapcaster Mage.
It can also kill if it connects no matter what is the opponent's life total or how many permanents they have to sac' to "Annihilator".
The main downside is the vulnerability to Path to Exile (and Anguished Unmaking to a lesser extent) but the deck plays enough counters to offset it imho and Cryptic Command can tap down any blockers a turn before casting Through the Breach.
It can also be tutored for with Treasure Mage/Fabricate, the first can be used as a blocker or to chip in some damage and the second can be found by Peer Through Depths or flashed-back by Snapcaster Mage.
2. I like Peer Through Depths (can be used to splice Through the Breach to bait counterspells and maintain the card) over Sleight of Hand as an additional cantrip to search for the combo, the instant speed is good for holding counter mana.
3. I would probably cut the Repeal for more removal (Flame Slash/Roast) and maindeck a couple of Anger of the Gods.
4. I decided to replace Desolate Lighthouse with Vendilion Clique as a more proactive filtering option which can also disrupt/pressure opposing decks.
Here is my first draft of the deck:
4x Snapcaster Mage
2x Vendilion Clique
4x Blightsteel Colossus
Instant (20)
4x Lightning Bolt
3x Izzet Charm
4x Remand
2x Peer Through Depths
3x Cryptic Command
4x Through the Breach
4x Serum Visions
2x Flame Slash
2x Anger of the Gods
Land (22)
4x Scalding Tarn
4x Steam Vents
2x Sulfur Falls
4x Spirebluff Canal
3x Temple of Epiphany
3x Island
2x Mountain
4x Mana Leak
2x Spell Snare
1x Negate
3x Goblin Dark-Dwellers
1x Pia and Kiran Nalaar
1x Grim Lavamancer
1x Keranos, God of Storms
1x Electrolyze
1x Roast
What do you think ?
I'm still unsure whether replacing some copies of Blightsteel Colossus with Fabricate or Treasure Mage is a good idea.
The SB contains more counterspells and some midrange cards, I'm not sure whether it is the right way to go though.
Play against enough decks like Zoo and Jund and you want Emrakul instead of Blightsteel. Jund can discard your counterspells or make you regret sandbagging them with Bob and Liliana. Zoo puts a fast clock on you, then PtE's Blightsteel just like you feared (quite possibly before you draw your counterspells).
Possibly more importantly, Blightsteel no longer OHKOs if at least 2 toughness's worth of blockers is in the way. Therefore, good luck getting it past Melira Company, manlands, etc.
I'd love manlands like Wandering Fumarole in your mana base to clock your opponents post-Emrakul Breach.
My favourite toy card in UR Breach is Torrential Gearhulk: while it's a fine Plan B and I've won with it and Tiago against Infect before, it's really in my deck to be cheated in with Breach, then to effectively flash back Breach for Emrakul. At this point, I have 20 power on the board instead of 15--enough to OHKO those pesky aggro decks that can otherwise kill me post-Emrakul.
I used to run Wandering Fumarole but decided that Temple of Epiphany might be more useful to smooth out my draws.
The gearhulk idea is cute but requires a lot to line up, Vendilion Clique provides me another creature to attack the opponent apart from snapcaster+bolt.
Should I add Spell Snare to the MD ? Is it good enough now ?
I can move some Izzet Charm to the SB to make room.
Modern Tallowisp Spirits - A Modern Tallowisp Deck UW
Eldrazi Ninjas - Summoning Octopus Jutsu YYYYAAAHHHH!
STANDARD
Naban Wizards
I see some players experimenting with the Saheeli+Felidar combo which (while potentially a turn quicker) is much more vulnerable and requires 3 colors as opposed to this one.
Here is my most recent list that I want to update:
4x Snapcaster Mage
2x Vendilion Clique
Instant (20)
4x Lightning Bolt
2x Spell Snare
4x Remand
2x Peer Through Depths
1x Electrolyze
3x Cryptic Command
4x Through the Breach
Sorcery (12)
4x Serum Visions
2x Flame Slash
2x Anger of the Gods
4x Coax from the Blind Eternities
4x Scalding Tarn
4x Steam Vents
2x Sulfur Falls
4x Spirebluff Canal
3x Temple of Epiphany
3x Island
2x Mountain
1x Emrakul, the Aeons Torn
4x Negate
2x Shattering Spree
1x Electrolyze
1x Roast
3x Goblin Dark-Dwellers
1x Pia and Kiran Nalaar
1x Keranos, God of Storms
1x Izzet Staticaster
Is cutting on removal (Anger + F.Slash) for 4x Simian Spirit Guide (or maybe Pentad Prism) to speed up the combo a good idea ?
http://www.starcitygames.com/article/35607_Video-Daily-Digest-Teach-Me-The-Breach.html
3 fatal push
4 terminate
4 remand
3 spell snare
2 izzet charm
2 kolaghan's command
4 serum visions
4 through the breach
4 emrakul, the Aeons Torn
4 snapcaster mage
2 vendilion clique
24 lands
I'd like a couple of Peer through Depths in the deck though.
Vendilion Clique (or Nimble Obstructionist) also seems necessary here as finishing the game with only Snap+Bolt can be tricky after the Emrakul
(Electrolyze isn't enough imho).
Here's my build right now: https://www.mtggoldfish.com/deck/849341#paper
3 Emrakul, the Aeons Torn
4 Snapcaster Mage
2 Simian Spirit Guide
1 Torrential Gearhulk
1 Vendilion Clique
Enchantments:
2 Blood Moon
Instants:
4 Remand
4 Through the Breach
4 Lightning Bolt
3 Cryptic Command
2 Mana Leak
2 Opt
2 Electrolyze
2 Spell Snare
4 Serum Visions
Land:
2 Desolate Lighthouse
1 Flooded Strand
6 Island
2 Misty Rainforest
1 Mountain
2 Polluted Delta
2 Scalding Tarn
2 Steam Vents
2 Sulfur Falls
2 Anger of the Gods
1 Batterskull
1 Blood Moon
2 Ceremonious Rejection
2 Dispel
1 Engineered Explosives
1 Izzet Staticaster
1 Shatterstorm
2 Surgical Extraction
1 Torrential Gearhulk
1 Young Pyromancer
I love the instant speed, mostly blue playstyle. Running 4 Remand, 2 Mana Leak, 2 Spell Snare, 3 Cryptic, 4 Snap, 1 Gearhulk makes this deck feel crazy consistent. I took this build to very competitive FNM in Seattle and went undefeated, even beating burn! I played Infect -> Tron -> Burn -> UW Control and the deck felt awesome in every game.
3 Emrakul, the Aeons Torn
4 Snapcaster Mage
1 Vendilion Clique
Enchantments:
3 Blood Moon
Instants:
4 Remand
4 Through the Breach
4 Lightning Bolt
4 Cryptic Command
2 Mana Leak
1 Opt
2 Electrolyze
2 Spell Snare
1 Spell Pierce
4 Serum Visions
Land:
2 Desolate Lighthouse
7 Island
2 Misty Rainforest
1 Mountain
2 Polluted Delta
2 Scalding Tarn
3 Steam Vents
2 Sulfur Falls
2 Anger of the Gods
1 Batterskull
1 Roast
2 Ceremonious Rejection
2 Dispel
1 Engineered Explosives
1 Shatterstorm
2 Surgical Extraction
2 Torrential Gearhulk
1 Young Pyromancer
just won another tournament with this deck, used a new build that I think is a lot more consistent.
round 1: burn - 2-0
game 1 I get hit a couple times by swiftspear, bolt it, spell pierce something, mana leak something, don't remember exactly, but I'm nearly hellbent end of turn 4 and at 1. Turn 5 top deck my 5th land, and breach into two cards and 3 mana - neither is burn and I win! Very surprising, I thought I was dead but had no other choice.
game 2 I play the counter game again and win off the back of a timely batterskull turn 6
round 2: affinity - 2-0
game 1 I'm on the draw, snare a ravager, remand an etched champion 2-3 times, breach him down to 8 turn 5 or 6, and clean up with bolt snap bolt.
game 2 ceremonious rejection on a ravager t1, then my opponent thoughtseizes me and my hand is (bolt, shatterstorm, cryptic, emmy, land). They take the shatterstorm. I draw into another bolt and breach and go for the kill.
round 3: dredge - 2-1
game 1 is super grindy. I almost get there but never find a breach.
game 2 I snap keep a hand with anger and lands that can cast it, but it doesn't matter because opp mulls to 4 and keeps a no lander.
game 3 I pierce a big conflagrate, counter a bunch of stuff, get hit by a few bloodghasts/amalgams/etc. then I draw the combo, bolt snap bolt his amalgams and block ghast to get him below 6 permanents. Breach on my turn, get him down low. He dredges some stuff back out, but then I just burn him.
round 4: gw comapany - 2-0
game 1 I visions, remand a 3 drop, electrolyze 2 dorks, and then land a clique, target myself to ditch a blood moon. Then clique and some burn get in for lethal over a few turns. Didn't reveal the combo at all.
game 2 I kill 3 devoted druids and remanded chord a few times before breaching for the win.
deck feels amazing. I think this 4 cryptic build feels more consistent then the spirit guide build. Beating dredge without drawing surgical or anger felt great. Maindeck spell pierce is AMAZING! That thing countered so much stuff turns 1 and 2, it's crazy.