Going in anticipating a lot of aggro, hence the Baneslayers in the board. I just want to try and make those matchups as good as possible. Part of me wants to side all three cliques to further push this plan, but the disruption is valuable.
I am a bit late to the party, but it seems nobody has suggested running two Sun Titans and one other card. The reason for this is that it is extraordinarily helpful versus ramp strategies and anything with manlands. Also, with the finks and walls, sun titans would often serve a similar function when running an aggro deck out of steam.
Be open to versatile cards- I've gone down the path of fixating on a particular match and wound up losing to obscure decks that I would not have lost against if I'd had a more flexible build.
Going in anticipating a lot of aggro, hence the Baneslayers in the board. I just want to try and make those matchups as good as possible. Part of me wants to side all three cliques to further push this plan, but the disruption is valuable.
I am a bit late to the party, but it seems nobody has suggested running two Sun Titans and one other card. The reason for this is that it is extraordinarily helpful versus ramp strategies and anything with manlands. Also, with the finks and walls, sun titans would often serve a similar function when running an aggro deck out of steam.
Be open to versatile cards- I've gone down the path of fixating on a particular match and wound up losing to obscure decks that I would not have lost against if I'd had a more flexible build.
I used to run Sun Titan, but usually he came out for Baneslayer anyways against the aggro decks because he's just slow and durdly. Baneslayer allows me to turn the corner. He's definitely better against BGx and similar lists due to his recursion though. I don't think I would want to run more than 1 if I do decide to put him back in; a 6 drop is still a six drop.
You mentioned 2 Sun Titan and one other card; what card were you thinking of? And what would it replace?
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EDH GWSelvala and the Return to HumanityGW UWDragonlord Ojutai, Control's Elder DragonUW UBGTasigur, the God-Pharaoh's Gift to EDHUBG UBRNicol Bolas and his SuperfriendsPawnsUBR
Modern UWUW Control/Midrange/Bad JundUW WUBRGHumansWUBRG BGMidrangeBG
Seems quite strange that it went 5-0, not a list i'm a fan of at all. However, I could be wrong, what do ppl think?
I love seeing unusual lists like these poping around. It shows that this deck is not "figured out" and room for innovation is always open. I'm for one run a different list from this one and also a very different list from what is being posted in this thread most of the time.
The data seems to suggest that UW control is not in a good spot right now. At least, the tap-out finks/resto versions. Tomorrow there is a local GPT, so I think I'll put my usual Knightfall and Burn aside to cast lots of Supreme Verdicts, and win with Myth realized while my opponents are busy reading the card.
That is what I am playing tomorrow. I'll let you guys know how it goes - I've top8'd every local event for the last year with Burn or Knightfall, but this will be the first time I've gone to a more serious event with this build. I really think Myth realized is where control finishers want to be as a low investment option with huge growth potential. I could be wrong, but we'll find out soon!
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Modern Decks
KnightfallGWUR
Azorius Control UW
Burn RBG
I really think Myth realized is where control finishers want to be as a low investment option with huge growth potential. I could be wrong, but we'll find out soon!
I agree. Being brewing with Myth since release and I think the card is overlooked. However I'm dipping into black for Lingering Souls and Truths. Personally I believe it's an different take on UW Control that needs it's own discussion - my goal is to finish the primer and post it here someday.
Still in Providence, relishing my 27th place finish with UW. Will put up a full tournament report later when I'm not relying on my phone.
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EDH GWSelvala and the Return to HumanityGW UWDragonlord Ojutai, Control's Elder DragonUW UBGTasigur, the God-Pharaoh's Gift to EDHUBG UBRNicol Bolas and his SuperfriendsPawnsUBR
Modern UWUW Control/Midrange/Bad JundUW WUBRGHumansWUBRG BGMidrangeBG
Over 600 people, allegedly the largest Regional in the country. Like I said a page or so ago, I anticipated a lot of aggro, and from what I heard and seen that meta call was correct for the most part: in every match I could see at least two or three Burn/Zoo variants seated around me.
Round 1: Zoo/Burn (Won 2-0)
I was super pleased to play against one of my better match-ups to start the day. His Zoo list wasn't optimal it felt like, almost more like a Burn list that ran Kird Ape in addition to Wild Nacatl, so I don't know how to classify it as. In any case, Game 1 I just played Wall of Omens and Kitchen Finks and Supreme Verdict and just controlled the pace of the game till I got there with Resto beats. Game 2 I landed a Turn 4 Baneslayer Angel thanks to an aggressive Path to Exile by my opponent, and that was that.
Sideboard: -3 Cryptic Command, -2 Vendilion Clique, +2 Timely Reinforcements, +1 Dispel, +2 Negate
Round 2: The Rack (Lost 0-2)
Miserable. Absolutely miserable. Game 1 I got stuck on two lands and couldn't do much of anything. Game 2 I got too aggressive with my Detention Sphere and didn't save it for his Ensnaring Bridge, instead using it on a Liliana of the Veil. My army of creatures couldn't break through, and I died.
Sideboard: I honestly forget how I sideboarded. I know I punted, because I left in Path to Exile and boarding out Vendilion Clique, but I don't think it would've mattered. This matchup feels miserable.
Round 3: Mono U Tron (Lost 0-2)
It's Tron, nothing much to be said. Got Mindslaver-locked Game 1, but Game 2 I almost got there with a combination of Aven Mindcensor, Stony Silence, and aggressive Ghost Quarters to keep him off Tron. Still managed to resolve a Karn and Ugin one after the other.
Sideboard: +2 Stony Silence, +2 Aven Mindcensor, +1 Dispel, +2 Negate, +1 Vendilion Clique, -3 Supreme Verdict, -2 Spellskite, -1 Baneslayer Angel, -2 Spell Snare
Round 4: Jeskai Control (Won 2-1)
Easily the most entertaining round of the tournament. My opponent was funny, and we had some great back-and-forths. Game 1 we both stalled on mana, but he drew out of it first and burned me out. Game 2 he got stuck but stabilized before I could kill him, then dropped a bunch of planeswalkers. Managed to pull out a win by bouncing my Detention Sphere with Cryptic Command to take away his Elspeth, Sun's Champion. Restoration Angel and Finks were able to hold the fort down before he overextended and left me an opening for lethal. Game 3 took like 4 minutes, as I curved out with Spellskite-Clique-Resto-Resto-Double Finks and he had no answer whatsoever.
Sideboard: +1 Dispel, +1 Vendilion Clique, +2 Negate, -3 Supreme Verdict, -1 Cryptic Command
Round 5: Esper Mentor (Won 2-0)
As someone who loves Monastery Mentor and wants to break it in Modern, it was sad to crush it so thoroughly. Game 1 was fairly ho-hum, marked by Wall of Omens value with Resto and some complicated stacks to remove his Mentors. Got to a point where I was able to remove seven Monk Tokens with Detention Sphere, and I closed it out with Colonnade beats. Game 2 I landed double Baneslayer, and finished with about 50 life.
Sideboard: +1 Dispel, +2 Negate, +1 Ghostly Prison, +1 Wrath of God, -2 Vendilion Clique, -3 Cryptic Command
Round 6: Merfolk (Won 2-0)
Game 1 saw him overextend super hard after I missed a land drop, but I Pathed my own Kitchen Finks to hit four mana and cast Supreme Verdict with two more waiting in the wings. Game 2 I landed a Turn 3 Ghostly Prison, which kept him off-tempo long enough for me to close it out with fliers and Finks.
Sideboard: -3 Cryptic Command, -2 Vendilion Clique, +2 Ghostly Prison, +1 Wrath of God, +2 Timely Reinforcements
Round 7: Jund Burn (Won 2-1)
I have never played against this variant of Burn before, so I was surprised by the lead-off Bump in the Night. I lost Game 1 because I just couldn't stabilize quick enough. Game 2 I got to resolve a Timely and a Baneslayer which put the game away. Game 3 came down to the wire as I kept playing around Eidolon of the Great Revel, and drawing back to back Restoration Angels to blink my Kitchen Finks to stay alive long enough to beat him to death.
Sideboard: -3 Cryptic Command, -2 Vendilion Clique, +2 Timely Reinforcements, +1 Dispel, +2 Negate
Round 8: Infect (Won 2-0)
I've never dominated a person like this before. I literally only took two points of Infect damage over the course of the entire match. Game 1, landed Turn 2 Spellskite. Game 2, Spellskite into Spellskite into Runed Halo on his only Infect creature. Still almost lost as my opponent dealt me 21 damage in one turn with Noble Hierarch, Wild Defiance, and a couple of pumps, but thanks to Baneslayer I was at 22.
Sideboard: -3 Cryptic Command, -4 Kitchen Finks, +1 Dispel, +1 Negate, +2 Ghostly Prison, +2 Runed Halo
Round 9: Living End (Won 2-1)
The fact I had no grave hate for this matchup was terrifying; I wasn't expecting to see someone play this deck with Eldrazi running around. I managed to pull out Game 1 thanks to a timely Verdict and Gideon Jura stalling for three turns as I beat down with Colonnade. Game 2 I got stuck on lands and he ran me over. Game 3 featured two of the biggest punts ever. I had Clique and Resto-Clique ready to go, and then I got distracted by the head judge calling me to the registration table for clarification on my last match. I got back, completely forgetting my line of thinking, and took a Beast Within rather than one of his Cascade spells, leaving him with one when I Cliqued him again. It forced him to use it to clear the board, which I wrathed away afterwards. However, he had another one when I swung with my Colonnade, and was poised to kill me...except he forgot about the Living End coming off Suspend that turn, forcing him to wrath himself. I windmill-slammed Baneslayer and took the game.
Sideboard: -4 Spell Snare, -2 Spellskite, +2 Negate, +1 Wrath of God, +1 Vendilion Clique, +2 Ghostly Prison
Round 10: RG Tron (Won 2-1)
This was the sloppiest, most nail-biting game of Magic I've ever played. Won Game 1 because he mulled to five and couldn't answer my pressure. Game 2 dragged on for almost 30 minutes thanks to my opponent neglecting to destroy my lands with Ulamog, the Ceaseless Hunger while I was stuck on three, and several judge calls due to sloppy shuffling on my part and dumb rules questions brought on by exhaustion. He eventually won after casting his third Ulamog. For Game 3 we only had three minutes or so left. He mulled to five again, but had two Tron pieces. Went to Expedition Map for the third, I drop Aven Mindcensor...and he still finds it. I rip a Ghost Quarter off the top and he whiffs on the search. I add more pressure, Clique him to see two Sylvan Scrying, Ugin, and an Ulamog, and he only has four lands. I even have a Spell Snare for a top-decked Pyroclasm. He concedes, and I beat Tron for the first time in my Magic career.
Sideboard: -2 Spell Snare, -3 Supreme Verdict, -2 Spellskite, +2 Negate, +2 Stony Silence, +2 Aven Mindcensor, +1 Vendilion Clique
Finished in 27th place, with my bad tiebreakers keeping me out of the Top 16. The deck felt decently positioned for the event, although cards like Cryptic Command felt underwhelming today. The rise of Eldrazi Stompy at the Pro Tour is also concerning, and my force me to tweak the make-up of the deck. I'm even thinking of going down the rabbit hole to dabble with Disrupting Shoal to try to answer some of their early plays. However, it's entirely possible that there's a more efficient answer to be had without completely destroying my vision for the deck. Other cards I'm currently looking at testing are Sun Titan and Jace, Vryn's Prodigy. Maybe even the new Linvala.
EDH GWSelvala and the Return to HumanityGW UWDragonlord Ojutai, Control's Elder DragonUW UBGTasigur, the God-Pharaoh's Gift to EDHUBG UBRNicol Bolas and his SuperfriendsPawnsUBR
Modern UWUW Control/Midrange/Bad JundUW WUBRGHumansWUBRG BGMidrangeBG
No Snapcaster Mages? Is this because of the lack of Serum Visions or Mana Leak?
Snapcaster Mage is in an interesting place. He's an amazing card, easily the best card blue has in Modern. However, in my list there's not much he can really flash back for value. Reusing Path is always nice, don't get me wrong, but when that is really your only option beyond late game Cryptics and the niche Snare/Verdict plays, it's pretty bad. There was also the concern for me, within the context of this event, that Eldrazi would be a thing still, and that means facing main board grave hate, which is awkward. $80 Ambush Viper is bad beats against a deck like that. However, with the shift in deck style from Processors to Not-Legacy MUD makes it marginally better I guess? It still feels slow.
But yes, the crux of the matter is that there are very few flashbackable cards in the main. So you could add those cheaper spells you mentioned. The problem is that then you start shifting towards more of a draw-go style. You have more interaction, but then your late game suffers a little bit because you really can't assert yourself as much, if that makes sense. My list functions like a bad Jund list in the sense that I'm just trying to grind out games with one-for-ones and incremental card advantage, and then quickly turning the corner with a top end. The deck is designed to play off the top of the deck in the late game: Baneslayer Angel is so much better off the top than Mana Leak. It feels weird to me too, but it just works for some reason. I just don't try to play the long control game, because I don't think Modern can--or ever will--support that kind of play style. There are too many threats on too many different axis when you compare Modern to Standard, where draw-go can flourish. Instead, I'll just play a bunch of chaff, aggressively block and trade to try and force the opponent to use resources, and then just be able to close out the game because I just have better cards in the deck than you do. I'll admit, this makes it sound more like midrange than control, but to me, this is still a control deck (Honestly, midrange *is* the control of this format, but that's another discussion entirely).
Now, this sort of thing leaves me vulnerable to different strategies. I will demolish most aggro decks, but I don't have a lot of interaction, so combo lists can be a problem. My end goal I think is to get to a place where I board out as few cards as possible against aggro lists (I'm talking like two or three cards at most. Challenging, but doable I feel) leaving me with the max slots possible for the more degenerate decks of the format. I think this list from Providence was a fine start, but it's not quite there yet.
In regards to finishers, Baneslayer was partly a meta call on my end, although she also just fits into the vision I have for my list. Dragonlord Ojutai is strong, and probably fits more into what the majority of the lists in this thread are trying to accomplish. My main problem with Ojutai, speaking as someone who ran it pre-bans, is that largely it felt like it just sat there as a wall. Now, I haven't tested it since Twin and Bloom got the axe, so maybe it's gotten better, I don't know. Sun Titan is another good option to consider at the top of the curve, as it's a creature that will provide instant card advantage when it hits play. Sky Hussar is a hilarious yet way-to-deep option as well.
Now, a question for the thread at large. By now I'm sure you've all seen the Pro Tour and the Top 8 and everyone's reactions. How do you think we should best combat these new Eldrazi lists, in particular the ChannelFireball list with Chalice of the Void main? As our lists stand now, I don't think we can really answer that kind of a threat, and even without it, I think the Eldrazi deck is too fast for us to keep up with.
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EDH GWSelvala and the Return to HumanityGW UWDragonlord Ojutai, Control's Elder DragonUW UBGTasigur, the God-Pharaoh's Gift to EDHUBG UBRNicol Bolas and his SuperfriendsPawnsUBR
Modern UWUW Control/Midrange/Bad JundUW WUBRGHumansWUBRG BGMidrangeBG
Round 2: Blue Moon. Game one he landed blood moon turn 3 before I had a basic plains. The game went on for a bit when I drew one, but without a second or third island I couldn't cast cryptics and verdicts, which cost me the game. Game 2 +2 purge +2 detention sphere +1 dispel, -1 glacial fortress -4 verdict. Game 2 was grindy but an early resolved myth took it in the end. Myth comes in under most countermagic, and is fantastic in control mirrors. Game 3 was much the same, but a batterskull made it through after a counter war, and eventually ground out the match just before time. 1-1
Round 3: Infect. Game 1 noble into blighted agent met remand but glistner elf got into play. Next turn take 2 infect and let him resolve 2 more infect creatures, before untapping into verdict. Colonnade closed out this game while ghost quarter kept the manlands at bay. Game 2 +2 runed halo +2 spreading seas -2 timely reinforcements -2 Remand. Game 2 played out much the same as game 1, with a few infect sneaking through before a sweeper established board control and myth closed this one out. This matchup felt super solid. 2-1
Round 4: Kiki chord. Game 1 birds into spellskite and then scavenging ooze met my myth realized and serum visions opening. On turn 4 I cast visions and forego the verdict in hand (path in hand), so he casts restoration angel untaps and swings. I untap and verdict, then attack with myth. Myth closes the game out 2 turns later with cryptic, leak and path backup. Game 2 : +2 shadow of doubt -2 remand. This game is slower with no birds into wall of roots, but supreme verdict keeps the board under control until myth can swing for the win. It was probably already over, but shadow rekt the chord outs. Matchup felt strong and myth closes the game fast once you turn the corner. 3-1
Round 5: Affninty. My deck does it's thing - I spellsnare the plating and eat a few attacks. Timely reinforcements gives me a couple blockers and life, so he deploys to the board, at which point verdict earns massive card advantage. With path in hand, colonnade closed this one out. Game 2 +2 stony silence +2 spreading seas -2 remand -1 dispel -1 mana leak. I keep a shaky 5 land, spell snare and stony silence hand. I get his ravager with snare and land the stony silence, but I flooded while the used vault skirges and signal pests to bring it home. Game 3 saw a cranial plating make it onto the battlefield and swing once before verdict hit. Then inkmoth got into the action and hit for 5 poison before being neutralized with spreading seas. He could not stick another threat before a myth hit him for lethal. 4-1
Snapcaster mage, Path to Exile, Supreme Verdict and Cryptic Command really showed their power today. Myth Realized closed many games - more than colonnade and much more quickly for less mana. It usually got somewhere in the 4 to 6 counter range, but in longer games went as high as 10. I really wanted to see how the eldrazi would stack up, but not many players were on the latest tech and I didn't play any of the eldrazi decks at all.
I dropped before bracket as the packs were split by all x-2s and I didn't need the byes in detroit.
I feel like vs the eldrazi you just need to overload on supreme verdicts. Spreading seas may slow them down a bit too to let you get that far.
Baneslayer seems strong against all of their creatures, but they do have dismember, which is concerning.
Looking at other two-drops, celestial flare gets nicely around reality smasher, but it's unlikely that'll be their only creature.
Cathedral membrane blocks and takes out whatever it blocked, and comes back with sun titan if you play that.
Runed halo could also work, until they get a ratchet bomb at least. Might buy enough time to get to a wrath.
Journey to Nowhere has the same ratchet bomb problem, but does get you your card back from thought knot in the short term, and still dodges reality smasher's ability.
Wall of Shards blocks and doesn't afraid of anything, but does make it harder to close the game out.
Phantasmal image on a thought knot could be amusing, comes back later on as a sun titan if you play that.
Seeing Journey to Nowhere remembers me about one issue I've been thinking about: I feel we need additional sport removals, like a couple more. What is the second best white removal after Path? I've tried out Valorous Stance, and didn't like it. Detention Sphere might be ok as a 1 of, but no more than that. Condemn and such are not good, I want to be able to take away creatures that aren't attacking.
EDH GWSelvala and the Return to HumanityGW UWDragonlord Ojutai, Control's Elder DragonUW UBGTasigur, the God-Pharaoh's Gift to EDHUBG UBRNicol Bolas and his SuperfriendsPawnsUBR
Modern UWUW Control/Midrange/Bad JundUW WUBRGHumansWUBRG BGMidrangeBG
I haven't played that version of Eldrazi yet but it does seem like Verdict is crucial. Still, the MU seems quite poor at first glance.
Seeing Journey to Nowhere remembers me about one issue I've been thinking about: I feel we need additional sport removals, like a couple more. What is the second best white removal after Path? I've tried out Valorous Stance, and didn't like it. Detention Sphere might be ok as a 1 of, but no more than that. Condemn and such are not good, I want to be able to take away creatures that aren't attacking.
So what else have we got?
I like condemn a lot, ran one in my sideboard on at Regionals and it came in a bunch. Burn, infect, merfolk, jund/junk eldrazi, delver etc
Match Win and Game win pct were both 66.7, which is a great mark, however the size of the tournament made it so only 32 players out of 604 made cash so I decided to not play round 10. I didn't get a turn 4 in 3 of my losses, two of which I had a piece of interaction in. Lot of 2-0s, which was nice as well. Changes felt good for the meta. See deck below:
I lost to it in three games at regionals but I don't think the matchup is bad. Sweepers, cheap counters, wall, and path are all good against them. Chalice doesn't hurt uw as much as it does other decks either. I think we likely have one of the better matchups in the format against them.
Maindeck Spreading Seas seems to be a great currently. It's another build that identifies itself as a type of Blue Jund, just like TribalElfMage said of his.
4 Ghost Quarters and 3 Spreading Seas? I like it already.
My experiences playing Kiki-Control reminds me of how many hands become playable when you have 2 drops that draw cards.
This kind of Blue Jund/Bad Jund approach is interesting.
What's even more interesting, is two different approaches are working:
* This Blue Jund approach has been working for that guy and TribalElfMage;
* A more "old school blue control" approach, with cards like Mana Leak, Think Twice and Sphinx's Revelation, has been working for Keezy and myself (well, not in my last tournament, but in other ones it did);
Hard to say what is the best approach. But I think I'll try out the "Blue Jund" strategy in my next tournament, just to see if I like it better or not. In that strategy I personally like the new Linvala as a finisher more than Baneslayer or Ojutai;
I had another league 5-0 with my version last night....I somehow beat mono blue turns in two games. In my iteration for providence I went back to three finks and added a third wall and they were good in most matchups for what the 7-2 and 8-2 lists did. I could see Eledrazi pushing our bad matchups further out of the format...so it may even be a welcome change for us, assuming UW can have a reasonable matchup against them.
What are your thoughts on "splashing for colorless" and include some of the new Eldrazi? Both Thought-Knot Seer and Reality Smasher seem valid for a midrange build.
What are your thoughts on "splashing for colorless" and include some of the new Eldrazi? Both Thought-Knot Seer and Reality Smasher seem valid for a midrange build.
Eldrazi Displacer seems fun with Wall of Omens and Restoration Angel. I think I'd want V-Clique over Thought-Knot, though.
Mana would be super easy for the splash, though. Mystic Gate + Ghost Quarter.
Maindeck Spreading Seas seems to be a great currently. It's another build that identifies itself as a type of Blue Jund, just like TribalElfMage said of his.
I've been thinking of switching over to main board Spreading Seas myself. It's either that, Mana Leak, or some extra removal like a third Detention Sphere or even Dismember. I'm hesitant to go the mana denial route, as it just feels slow for this particular matchup. But on the play, Spreading Seas can function similarly to Mana Leak, and it even replaces itself. And I just prefer to be proactive with my plays.
This kind of Blue Jund/Bad Jund approach is interesting.
What's even more interesting, is two different approaches are working:
* This Blue Jund approach has been working for that guy and TribalElfMage;
* A more "old school blue control" approach, with cards like Mana Leak, Think Twice and Sphinx's Revelation, has been working for Keezy and myself (well, not in my last tournament, but in other ones it did);
Hard to say what is the best approach. But I think I'll try out the "Blue Jund" strategy in my next tournament, just to see if I like it better or not. In that strategy I personally like the new Linvala as a finisher more than Baneslayer or Ojutai;
Bad Jund, please Makes so much more sense, given that we're attempting to follow the Jund game plan with much worse cards and wrong colors.
I don't think there's any one "right" approach. It all comes down to a person's preferred play style and what they're comfortable with. I'm going to test the new Linvala as well over one Baneslayer. Personally, I feel as though that Baneslayer is just more universally flexible than Linvala, but that's why we test.
What are your thoughts on "splashing for colorless" and include some of the new Eldrazi? Both Thought-Knot Seer and Reality Smasher seem valid for a midrange build.
Not going to lie, I've thought of that myself. I think in a meta that's not dominated by blitzing Eldrazis and Robots, it's something that deserves testing. Right now, I don't think that it's where we want to be. I'd rather just play extra removal or things that help win a race.
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EDH GWSelvala and the Return to HumanityGW UWDragonlord Ojutai, Control's Elder DragonUW UBGTasigur, the God-Pharaoh's Gift to EDHUBG UBRNicol Bolas and his SuperfriendsPawnsUBR
Modern UWUW Control/Midrange/Bad JundUW WUBRGHumansWUBRG BGMidrangeBG
I've noticed lots of lists runs Meddling Mage type cards in their sideboards. Could somebody give me some insight when you side them in and what cards you name?
Thanks
Typically you bring them in against combo, naming the cards that are essential to their strategy. For instance, if I played it against Ad Nauseum, I'd probably name either the deck's namesake or Lightning Storm, depending on if I think that they're on the Laboratory Maniac plan or not. You can also bring it in against Tron to nix one of their fatties or maybe something like Oblivion Stone so they don't wreck your board state. It's just a flexible card that can stop a lot of different problem cards.
Granted, I don't personally play Meddling Mage, so I cannot say for certain which matchups it truly shines in, but those are the main ones that come to mind for me.
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EDH GWSelvala and the Return to HumanityGW UWDragonlord Ojutai, Control's Elder DragonUW UBGTasigur, the God-Pharaoh's Gift to EDHUBG UBRNicol Bolas and his SuperfriendsPawnsUBR
Modern UWUW Control/Midrange/Bad JundUW WUBRGHumansWUBRG BGMidrangeBG
Any thoughts on Reflector Mage making the cut? Immolating Glare seems a good addition for removal at its cost and what it does. Stasis Snare answers Emrakul. Hallowed Moonlight seems good out of the board as an answer to Grishoalbrand. And Gideon may find a spot sonewhere in my list. Thats most of what I think the newest sets add, beyond maybe a Thought-Knot Seer sneaking in a few lists.
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I am a bit late to the party, but it seems nobody has suggested running two Sun Titans and one other card. The reason for this is that it is extraordinarily helpful versus ramp strategies and anything with manlands. Also, with the finks and walls, sun titans would often serve a similar function when running an aggro deck out of steam.
Be open to versatile cards- I've gone down the path of fixating on a particular match and wound up losing to obscure decks that I would not have lost against if I'd had a more flexible build.
I used to run Sun Titan, but usually he came out for Baneslayer anyways against the aggro decks because he's just slow and durdly. Baneslayer allows me to turn the corner. He's definitely better against BGx and similar lists due to his recursion though. I don't think I would want to run more than 1 if I do decide to put him back in; a 6 drop is still a six drop.
You mentioned 2 Sun Titan and one other card; what card were you thinking of? And what would it replace?
GWSelvala and the Return to HumanityGW
UWDragonlord Ojutai, Control's Elder DragonUW
UBGTasigur, the God-Pharaoh's Gift to EDHUBG
UBRNicol Bolas and his Super
friendsPawnsUBRModern
UWUW Control/Midrange/Bad JundUW
WUBRGHumansWUBRG
BGMidrangeBG
I love seeing unusual lists like these poping around. It shows that this deck is not "figured out" and room for innovation is always open. I'm for one run a different list from this one and also a very different list from what is being posted in this thread most of the time.
RBUGrixis ControlUBR
GUSimic MerfolkUG
WUUW ControlUW
RBUGrixis ControlUBR
BUUB MillUB
Colorless Eldrazi Tron
WRBurnRW
GUSimic MerfolkUG
UMono U TurnsU
WGGenesis Wave EnchantressGW
Only a single deck of UW Control at the PT and I'm pretty sure he/she 0-3 dropped.
RBUGrixis ControlUBR
GUSimic MerfolkUG
WUUW ControlUW
RBUGrixis ControlUBR
BUUB MillUB
Colorless Eldrazi Tron
WRBurnRW
GUSimic MerfolkUG
UMono U TurnsU
WGGenesis Wave EnchantressGW
4 Flooded Strand
2 Hallowed Fountain
2 Glacial Fortress
2 Mystic Gate
4 Island
3 Plains
4 Ghost Quarter
4 Snapcaster mage
2 Timely Reinforcements
4 Serum Visions
4 Path to exile
4 Supreme Verdict
3 Spell Snare
1 Dispel
2 Remand
3 Mana Leak
4 Cryptic Command
2 Stony Silence
2 Runed Halo
2 Spreading Seas
2 Celestial Purge
2 Shadow of Doubt
2 Detention Sphere
That is what I am playing tomorrow. I'll let you guys know how it goes - I've top8'd every local event for the last year with Burn or Knightfall, but this will be the first time I've gone to a more serious event with this build. I really think Myth realized is where control finishers want to be as a low investment option with huge growth potential. I could be wrong, but we'll find out soon!
KnightfallGWUR
Azorius Control UW
Burn RBG
I agree. Being brewing with Myth since release and I think the card is overlooked. However I'm dipping into black for Lingering Souls and Truths. Personally I believe it's an different take on UW Control that needs it's own discussion - my goal is to finish the primer and post it here someday.
GWSelvala and the Return to HumanityGW
UWDragonlord Ojutai, Control's Elder DragonUW
UBGTasigur, the God-Pharaoh's Gift to EDHUBG
UBRNicol Bolas and his Super
friendsPawnsUBRModern
UWUW Control/Midrange/Bad JundUW
WUBRGHumansWUBRG
BGMidrangeBG
Congrats, I was 6-3 drop in providence. Pretty disappointed, deck felt great though.
Deck that I brought for reference:
2 Spellskite
4 Kitchen Finks
2 Vendilion Clique
3 Restoration Angel
2 Baneslayer Angel
1 Gideon Jura
4 Path to Exile
4 Spell Snare
2 Detention Sphere
3 Supreme Verdict
3 Cryptic Command
4 Flooded Strand
1 Polluted Delta
1 Windswept Heath
2 Hallowed Fountain
1 Mystic Gate
2 Temple of Enlightenment
4 Ghost Quarter
4 Island
3 Plains
2 Negate
2 Ghostly Prison
2 Runed Halo
2 Timely Reinforcements
2 Aven Mindcensor
2 Stony Silence
1 Vendilion Clique
1 Dispel
1 Wrath of God
Over 600 people, allegedly the largest Regional in the country. Like I said a page or so ago, I anticipated a lot of aggro, and from what I heard and seen that meta call was correct for the most part: in every match I could see at least two or three Burn/Zoo variants seated around me.
Round 1: Zoo/Burn (Won 2-0)
I was super pleased to play against one of my better match-ups to start the day. His Zoo list wasn't optimal it felt like, almost more like a Burn list that ran Kird Ape in addition to Wild Nacatl, so I don't know how to classify it as. In any case, Game 1 I just played Wall of Omens and Kitchen Finks and Supreme Verdict and just controlled the pace of the game till I got there with Resto beats. Game 2 I landed a Turn 4 Baneslayer Angel thanks to an aggressive Path to Exile by my opponent, and that was that.
Sideboard: -3 Cryptic Command, -2 Vendilion Clique, +2 Timely Reinforcements, +1 Dispel, +2 Negate
Round 2: The Rack (Lost 0-2)
Miserable. Absolutely miserable. Game 1 I got stuck on two lands and couldn't do much of anything. Game 2 I got too aggressive with my Detention Sphere and didn't save it for his Ensnaring Bridge, instead using it on a Liliana of the Veil. My army of creatures couldn't break through, and I died.
Sideboard: I honestly forget how I sideboarded. I know I punted, because I left in Path to Exile and boarding out Vendilion Clique, but I don't think it would've mattered. This matchup feels miserable.
Round 3: Mono U Tron (Lost 0-2)
It's Tron, nothing much to be said. Got Mindslaver-locked Game 1, but Game 2 I almost got there with a combination of Aven Mindcensor, Stony Silence, and aggressive Ghost Quarters to keep him off Tron. Still managed to resolve a Karn and Ugin one after the other.
Sideboard: +2 Stony Silence, +2 Aven Mindcensor, +1 Dispel, +2 Negate, +1 Vendilion Clique, -3 Supreme Verdict, -2 Spellskite, -1 Baneslayer Angel, -2 Spell Snare
Round 4: Jeskai Control (Won 2-1)
Easily the most entertaining round of the tournament. My opponent was funny, and we had some great back-and-forths. Game 1 we both stalled on mana, but he drew out of it first and burned me out. Game 2 he got stuck but stabilized before I could kill him, then dropped a bunch of planeswalkers. Managed to pull out a win by bouncing my Detention Sphere with Cryptic Command to take away his Elspeth, Sun's Champion. Restoration Angel and Finks were able to hold the fort down before he overextended and left me an opening for lethal. Game 3 took like 4 minutes, as I curved out with Spellskite-Clique-Resto-Resto-Double Finks and he had no answer whatsoever.
Sideboard: +1 Dispel, +1 Vendilion Clique, +2 Negate, -3 Supreme Verdict, -1 Cryptic Command
Round 5: Esper Mentor (Won 2-0)
As someone who loves Monastery Mentor and wants to break it in Modern, it was sad to crush it so thoroughly. Game 1 was fairly ho-hum, marked by Wall of Omens value with Resto and some complicated stacks to remove his Mentors. Got to a point where I was able to remove seven Monk Tokens with Detention Sphere, and I closed it out with Colonnade beats. Game 2 I landed double Baneslayer, and finished with about 50 life.
Sideboard: +1 Dispel, +2 Negate, +1 Ghostly Prison, +1 Wrath of God, -2 Vendilion Clique, -3 Cryptic Command
Round 6: Merfolk (Won 2-0)
Game 1 saw him overextend super hard after I missed a land drop, but I Pathed my own Kitchen Finks to hit four mana and cast Supreme Verdict with two more waiting in the wings. Game 2 I landed a Turn 3 Ghostly Prison, which kept him off-tempo long enough for me to close it out with fliers and Finks.
Sideboard: -3 Cryptic Command, -2 Vendilion Clique, +2 Ghostly Prison, +1 Wrath of God, +2 Timely Reinforcements
Round 7: Jund Burn (Won 2-1)
I have never played against this variant of Burn before, so I was surprised by the lead-off Bump in the Night. I lost Game 1 because I just couldn't stabilize quick enough. Game 2 I got to resolve a Timely and a Baneslayer which put the game away. Game 3 came down to the wire as I kept playing around Eidolon of the Great Revel, and drawing back to back Restoration Angels to blink my Kitchen Finks to stay alive long enough to beat him to death.
Sideboard: -3 Cryptic Command, -2 Vendilion Clique, +2 Timely Reinforcements, +1 Dispel, +2 Negate
Round 8: Infect (Won 2-0)
I've never dominated a person like this before. I literally only took two points of Infect damage over the course of the entire match. Game 1, landed Turn 2 Spellskite. Game 2, Spellskite into Spellskite into Runed Halo on his only Infect creature. Still almost lost as my opponent dealt me 21 damage in one turn with Noble Hierarch, Wild Defiance, and a couple of pumps, but thanks to Baneslayer I was at 22.
Sideboard: -3 Cryptic Command, -4 Kitchen Finks, +1 Dispel, +1 Negate, +2 Ghostly Prison, +2 Runed Halo
Round 9: Living End (Won 2-1)
The fact I had no grave hate for this matchup was terrifying; I wasn't expecting to see someone play this deck with Eldrazi running around. I managed to pull out Game 1 thanks to a timely Verdict and Gideon Jura stalling for three turns as I beat down with Colonnade. Game 2 I got stuck on lands and he ran me over. Game 3 featured two of the biggest punts ever. I had Clique and Resto-Clique ready to go, and then I got distracted by the head judge calling me to the registration table for clarification on my last match. I got back, completely forgetting my line of thinking, and took a Beast Within rather than one of his Cascade spells, leaving him with one when I Cliqued him again. It forced him to use it to clear the board, which I wrathed away afterwards. However, he had another one when I swung with my Colonnade, and was poised to kill me...except he forgot about the Living End coming off Suspend that turn, forcing him to wrath himself. I windmill-slammed Baneslayer and took the game.
Sideboard: -4 Spell Snare, -2 Spellskite, +2 Negate, +1 Wrath of God, +1 Vendilion Clique, +2 Ghostly Prison
Round 10: RG Tron (Won 2-1)
This was the sloppiest, most nail-biting game of Magic I've ever played. Won Game 1 because he mulled to five and couldn't answer my pressure. Game 2 dragged on for almost 30 minutes thanks to my opponent neglecting to destroy my lands with Ulamog, the Ceaseless Hunger while I was stuck on three, and several judge calls due to sloppy shuffling on my part and dumb rules questions brought on by exhaustion. He eventually won after casting his third Ulamog. For Game 3 we only had three minutes or so left. He mulled to five again, but had two Tron pieces. Went to Expedition Map for the third, I drop Aven Mindcensor...and he still finds it. I rip a Ghost Quarter off the top and he whiffs on the search. I add more pressure, Clique him to see two Sylvan Scrying, Ugin, and an Ulamog, and he only has four lands. I even have a Spell Snare for a top-decked Pyroclasm. He concedes, and I beat Tron for the first time in my Magic career.
Sideboard: -2 Spell Snare, -3 Supreme Verdict, -2 Spellskite, +2 Negate, +2 Stony Silence, +2 Aven Mindcensor, +1 Vendilion Clique
Finished in 27th place, with my bad tiebreakers keeping me out of the Top 16. The deck felt decently positioned for the event, although cards like Cryptic Command felt underwhelming today. The rise of Eldrazi Stompy at the Pro Tour is also concerning, and my force me to tweak the make-up of the deck. I'm even thinking of going down the rabbit hole to dabble with Disrupting Shoal to try to answer some of their early plays. However, it's entirely possible that there's a more efficient answer to be had without completely destroying my vision for the deck. Other cards I'm currently looking at testing are Sun Titan and Jace, Vryn's Prodigy. Maybe even the new Linvala.
GWSelvala and the Return to HumanityGW
UWDragonlord Ojutai, Control's Elder DragonUW
UBGTasigur, the God-Pharaoh's Gift to EDHUBG
UBRNicol Bolas and his Super
friendsPawnsUBRModern
UWUW Control/Midrange/Bad JundUW
WUBRGHumansWUBRG
BGMidrangeBG
Snapcaster Mage is in an interesting place. He's an amazing card, easily the best card blue has in Modern. However, in my list there's not much he can really flash back for value. Reusing Path is always nice, don't get me wrong, but when that is really your only option beyond late game Cryptics and the niche Snare/Verdict plays, it's pretty bad. There was also the concern for me, within the context of this event, that Eldrazi would be a thing still, and that means facing main board grave hate, which is awkward. $80 Ambush Viper is bad beats against a deck like that. However, with the shift in deck style from Processors to Not-Legacy MUD makes it marginally better I guess? It still feels slow.
But yes, the crux of the matter is that there are very few flashbackable cards in the main. So you could add those cheaper spells you mentioned. The problem is that then you start shifting towards more of a draw-go style. You have more interaction, but then your late game suffers a little bit because you really can't assert yourself as much, if that makes sense. My list functions like a bad Jund list in the sense that I'm just trying to grind out games with one-for-ones and incremental card advantage, and then quickly turning the corner with a top end. The deck is designed to play off the top of the deck in the late game: Baneslayer Angel is so much better off the top than Mana Leak. It feels weird to me too, but it just works for some reason. I just don't try to play the long control game, because I don't think Modern can--or ever will--support that kind of play style. There are too many threats on too many different axis when you compare Modern to Standard, where draw-go can flourish. Instead, I'll just play a bunch of chaff, aggressively block and trade to try and force the opponent to use resources, and then just be able to close out the game because I just have better cards in the deck than you do. I'll admit, this makes it sound more like midrange than control, but to me, this is still a control deck (Honestly, midrange *is* the control of this format, but that's another discussion entirely).
Now, this sort of thing leaves me vulnerable to different strategies. I will demolish most aggro decks, but I don't have a lot of interaction, so combo lists can be a problem. My end goal I think is to get to a place where I board out as few cards as possible against aggro lists (I'm talking like two or three cards at most. Challenging, but doable I feel) leaving me with the max slots possible for the more degenerate decks of the format. I think this list from Providence was a fine start, but it's not quite there yet.
In regards to finishers, Baneslayer was partly a meta call on my end, although she also just fits into the vision I have for my list. Dragonlord Ojutai is strong, and probably fits more into what the majority of the lists in this thread are trying to accomplish. My main problem with Ojutai, speaking as someone who ran it pre-bans, is that largely it felt like it just sat there as a wall. Now, I haven't tested it since Twin and Bloom got the axe, so maybe it's gotten better, I don't know. Sun Titan is another good option to consider at the top of the curve, as it's a creature that will provide instant card advantage when it hits play. Sky Hussar is a hilarious yet way-to-deep option as well.
Now, a question for the thread at large. By now I'm sure you've all seen the Pro Tour and the Top 8 and everyone's reactions. How do you think we should best combat these new Eldrazi lists, in particular the ChannelFireball list with Chalice of the Void main? As our lists stand now, I don't think we can really answer that kind of a threat, and even without it, I think the Eldrazi deck is too fast for us to keep up with.
GWSelvala and the Return to HumanityGW
UWDragonlord Ojutai, Control's Elder DragonUW
UBGTasigur, the God-Pharaoh's Gift to EDHUBG
UBRNicol Bolas and his Super
friendsPawnsUBRModern
UWUW Control/Midrange/Bad JundUW
WUBRGHumansWUBRG
BGMidrangeBG
4 Flooded Strand
2 Hallowed Fountain
2 Glacial Fortress
2 Mystic Gate
4 Island
3 Plains
4 Ghost Quarter
4 Myth Realized
4 Snapcaster mage
2 Timely Reinforcements
4 Path to exile
4 Supreme Verdict
3 Spell Snare
1 Dispel
2 Remand
3 Mana Leak
4 Cryptic Command
2 Kor Firewalker
2 Stony Silence
2 Runed Halo
2 Spreading Seas
2 Celestial Purge
2 Shadow of Doubt
2 Detention Sphere
1 Dispel
Round 2: Blue Moon. Game one he landed blood moon turn 3 before I had a basic plains. The game went on for a bit when I drew one, but without a second or third island I couldn't cast cryptics and verdicts, which cost me the game. Game 2 +2 purge +2 detention sphere +1 dispel, -1 glacial fortress -4 verdict. Game 2 was grindy but an early resolved myth took it in the end. Myth comes in under most countermagic, and is fantastic in control mirrors. Game 3 was much the same, but a batterskull made it through after a counter war, and eventually ground out the match just before time. 1-1
Round 3: Infect. Game 1 noble into blighted agent met remand but glistner elf got into play. Next turn take 2 infect and let him resolve 2 more infect creatures, before untapping into verdict. Colonnade closed out this game while ghost quarter kept the manlands at bay. Game 2 +2 runed halo +2 spreading seas -2 timely reinforcements -2 Remand. Game 2 played out much the same as game 1, with a few infect sneaking through before a sweeper established board control and myth closed this one out. This matchup felt super solid. 2-1
Round 4: Kiki chord. Game 1 birds into spellskite and then scavenging ooze met my myth realized and serum visions opening. On turn 4 I cast visions and forego the verdict in hand (path in hand), so he casts restoration angel untaps and swings. I untap and verdict, then attack with myth. Myth closes the game out 2 turns later with cryptic, leak and path backup. Game 2 : +2 shadow of doubt -2 remand. This game is slower with no birds into wall of roots, but supreme verdict keeps the board under control until myth can swing for the win. It was probably already over, but shadow rekt the chord outs. Matchup felt strong and myth closes the game fast once you turn the corner. 3-1
Round 5: Affninty. My deck does it's thing - I spellsnare the plating and eat a few attacks. Timely reinforcements gives me a couple blockers and life, so he deploys to the board, at which point verdict earns massive card advantage. With path in hand, colonnade closed this one out. Game 2 +2 stony silence +2 spreading seas -2 remand -1 dispel -1 mana leak. I keep a shaky 5 land, spell snare and stony silence hand. I get his ravager with snare and land the stony silence, but I flooded while the used vault skirges and signal pests to bring it home. Game 3 saw a cranial plating make it onto the battlefield and swing once before verdict hit. Then inkmoth got into the action and hit for 5 poison before being neutralized with spreading seas. He could not stick another threat before a myth hit him for lethal. 4-1
Snapcaster mage, Path to Exile, Supreme Verdict and Cryptic Command really showed their power today. Myth Realized closed many games - more than colonnade and much more quickly for less mana. It usually got somewhere in the 4 to 6 counter range, but in longer games went as high as 10. I really wanted to see how the eldrazi would stack up, but not many players were on the latest tech and I didn't play any of the eldrazi decks at all.
I dropped before bracket as the packs were split by all x-2s and I didn't need the byes in detroit.
KnightfallGWUR
Azorius Control UW
Burn RBG
Baneslayer seems strong against all of their creatures, but they do have dismember, which is concerning.
Looking at other two-drops, celestial flare gets nicely around reality smasher, but it's unlikely that'll be their only creature.
Cathedral membrane blocks and takes out whatever it blocked, and comes back with sun titan if you play that.
Runed halo could also work, until they get a ratchet bomb at least. Might buy enough time to get to a wrath.
Journey to Nowhere has the same ratchet bomb problem, but does get you your card back from thought knot in the short term, and still dodges reality smasher's ability.
Wall of Shards blocks and doesn't afraid of anything, but does make it harder to close the game out.
Phantasmal image on a thought knot could be amusing, comes back later on as a sun titan if you play that.
That's all I got so far.
I've actually liked Detention Sphere as a two-of, and it's probably the best we have. It's our version of Maelstrom Pulse.
You could go a little deeper for Swift Reckoning. Sunlance is our Lightning Bolt.
GWSelvala and the Return to HumanityGW
UWDragonlord Ojutai, Control's Elder DragonUW
UBGTasigur, the God-Pharaoh's Gift to EDHUBG
UBRNicol Bolas and his Super
friendsPawnsUBRModern
UWUW Control/Midrange/Bad JundUW
WUBRGHumansWUBRG
BGMidrangeBG
I like condemn a lot, ran one in my sideboard on at Regionals and it came in a bunch. Burn, infect, merfolk, jund/junk eldrazi, delver etc
Round: Matchup - Games (Overall Record)
R1: G/B Infect - 2-0 (1-0)
R2: Jund - 2-0 (2-0)
R3: G/B Elves - 0-2 (2-1)
R4: Scapeshift - 2-0 (3-1)
R5: AggroDrazi - 1-2 (3-2)
R6: Burn - 2-0 (4-2)
R7: Tron - 2-0 (5-2)
R8: Big Zoo - 2-1 (6-2)
R9: Burn - 1-2 (6-3)
Match Win and Game win pct were both 66.7, which is a great mark, however the size of the tournament made it so only 32 players out of 604 made cash so I decided to not play round 10. I didn't get a turn 4 in 3 of my losses, two of which I had a piece of interaction in. Lot of 2-0s, which was nice as well. Changes felt good for the meta. See deck below:
4x Celestial Colonnade
3x Flooded Strand
1x Ghost Quarter
3x Glacial Fortress
1x Hallowed Fountain
5x Island
1x Mystic Gate
3x Plains
3x Tectonic Edge
2x Temple of Enlightenment
Enchantment (3)
1x Detention Sphere
2x Spreading Seas
2x Cryptic Command
3x Mana Leak
4x Path to Exile
2x Spell Snare
2x Sphinx's Revelation
3x Think Twice
Creature (10)
3x Kitchen Finks
2x Restoration Angel
2x Snapcaster Mage
3x Wall of Omens
Planeswalker (2)
1x Gideon Jura
1x Jace, Architect of Thought
3x Supreme Verdict
1x Celestial Purge
1x Condemn
1x Disdainful Stroke
2x Dispel
1x Engineered Explosives
1x Negate
1x Rest in Peace
2x Stony Silence
1x Supreme Verdict
2x Timely Reinforcements
2x Vendilion Clique
Bant Eldrazi
UW Control
U Merfolk
Legacy
Merfolk
UR Delver
4 Ghost Quarters and 3 Spreading Seas? I like it already.
My experiences playing Kiki-Control reminds me of how many hands become playable when you have 2 drops that draw cards.
I had another league 5-0 with my version last night....I somehow beat mono blue turns in two games. In my iteration for providence I went back to three finks and added a third wall and they were good in most matchups for what the 7-2 and 8-2 lists did. I could see Eledrazi pushing our bad matchups further out of the format...so it may even be a welcome change for us, assuming UW can have a reasonable matchup against them.
Commander: WUBRG Superfriends, GW Rhys Tokens, WUBRG Scion of the Ur-Dragon
Kitchen Table (now that's real Magic): WUBRG Domain, GU Biovisionary, UB Korlash Grandeur, UW Merfolk Mill
Mana would be super easy for the splash, though. Mystic Gate + Ghost Quarter.
I've been thinking of switching over to main board Spreading Seas myself. It's either that, Mana Leak, or some extra removal like a third Detention Sphere or even Dismember. I'm hesitant to go the mana denial route, as it just feels slow for this particular matchup. But on the play, Spreading Seas can function similarly to Mana Leak, and it even replaces itself. And I just prefer to be proactive with my plays.
Bad Jund, please Makes so much more sense, given that we're attempting to follow the Jund game plan with much worse cards and wrong colors.
I don't think there's any one "right" approach. It all comes down to a person's preferred play style and what they're comfortable with. I'm going to test the new Linvala as well over one Baneslayer. Personally, I feel as though that Baneslayer is just more universally flexible than Linvala, but that's why we test.
Not going to lie, I've thought of that myself. I think in a meta that's not dominated by blitzing Eldrazis and Robots, it's something that deserves testing. Right now, I don't think that it's where we want to be. I'd rather just play extra removal or things that help win a race.
GWSelvala and the Return to HumanityGW
UWDragonlord Ojutai, Control's Elder DragonUW
UBGTasigur, the God-Pharaoh's Gift to EDHUBG
UBRNicol Bolas and his Super
friendsPawnsUBRModern
UWUW Control/Midrange/Bad JundUW
WUBRGHumansWUBRG
BGMidrangeBG
Typically you bring them in against combo, naming the cards that are essential to their strategy. For instance, if I played it against Ad Nauseum, I'd probably name either the deck's namesake or Lightning Storm, depending on if I think that they're on the Laboratory Maniac plan or not. You can also bring it in against Tron to nix one of their fatties or maybe something like Oblivion Stone so they don't wreck your board state. It's just a flexible card that can stop a lot of different problem cards.
Granted, I don't personally play Meddling Mage, so I cannot say for certain which matchups it truly shines in, but those are the main ones that come to mind for me.
GWSelvala and the Return to HumanityGW
UWDragonlord Ojutai, Control's Elder DragonUW
UBGTasigur, the God-Pharaoh's Gift to EDHUBG
UBRNicol Bolas and his Super
friendsPawnsUBRModern
UWUW Control/Midrange/Bad JundUW
WUBRGHumansWUBRG
BGMidrangeBG