I feel like Spellstutter Sprite would be really good if we can the whole suite of Faeries behind it-- like Mistbind Clique, Vendilion Clique, Bitterblossom, etc.
Since we aren't playing any other those besides V Clique sideboard, I don't think it's worth it at all.
U/R Delver plays the whole playset of sprites, with only a couple of cliques and mutavaults as support. You'd be surprised at how powerful sprite is at countering a lightning bolt and then swinging the next turn.
But still not a good option for this deck. We have enough 2-power threats as is without the need for a 2-mana 1/1 flyer.
IMO- this deck is not the easiest to play Well...I watched the video's, got excited, built it and went and played 10 games with friends...I lost most of them(all pre-board fyi), until I really started to understand what hands to keep and which 1 drops to play when...
I kinda agree on the above about a 3 drop, so many times I wished I had had 3 drop to pitch to Shoal..so I was stuck with Vapor Snag and cryptic to deal with a threat...Bear works nicely with targeted removal, to flash in evasion.
I will say I didn't have the best luck with my draws overall, to my surprise I had a hard time getting Delver to flip most of the time and most games went rather long- at which pint I was always hoping to draw a bomb and win..instead it was a another snapcaster or Bear. I think finding a place for 1-2 Shackles MB might a good solution...
I'll keep running out some games and see if I can train myself the discipline and patients to play this deck well enough.
Tempo is notoriously difficult to play well. I think everyone is sleeving the deck up because it's so hot right now. Honestly, I gave the deck a shot and there is so many options and so many lines of play each time that it's very hard to pick which one to take for the most benefit.
That being said, the deck has playsets of solid cards. So many spells here are either undercosted beat sticks or say "Draw a card" on them; you can punt pretty hard and recover if you need to. But, left in very capable hands (like LSV's videos show) the deck rewards you INSTANTLY for the correct play almost every time.
I feel like Sprite is just too slow. That being said I don't know why you guys think the Tron match up is that bad. You can beat them pretty handily playing your tempo game. I even won against a Turn 3 Karn once.
You have no way to permanently remove a Wurmcoil Engine, and that beats all of your creatures. You might have been able to beat Karn, but that is not an average thing. They can just +4 it and exile their own cards, then restart the game with them having an Emrakul in play already. Speaking of Emrakul, this deck has no answers to that either. It just dies to Tron's maindeck Pyroclasms if it can't counter them. Same goes for Oblivion Stone. That is why Tron is a bad matchup.
Actually I don't think the jund matchup is too difficult if u make the right decisions. Travis addresses the matchup. I like that you can shoal shaman before even playing a land. Vedalken shackles is really good in this matchup because if they use all their abrupt decays and maelstrom pulses on your creatures a resolved shackles is near impossible to deal with. This is where wurmcoil comes in too because that card does a lot of work against jund. Echoing truth is good against lingering souls in the junk/ajani jund games.
I still think that it is an unfavorable matchup. They have cheap removal that kills all of your creatures. The closest thing you have to removal is Disrupting Shoal, which you won't have every time. They have large amounts of discard which is usually dead in the late game, but you keep your hand fully stocked with all of the cantriping. You rely on Snapcaster Mage, they have Deathrite Shaman. With no way to remove Dark Confidant, they will keep generating card advantage that outpaces yours. Their creatures are also much better than yours. Goyf beats Bear and Ninja all of the time, as do Scavenging Ooze and Huntmaster. And in game 1, you don't even have Shackles/Wurmcoil/Echoing Truth to help against them. This is why I think Jund is a bad matchup.
has anyone tried Commandeer in this list? I'm running three right now and it feels like it helps with a lot of the bad matchups.
I was thinking the same thing.
But exiling 2 blue cards is a very steep price, and unlike shoal, it will almost never get hard-cast. It does solve the Liliana issue and it can stop abrupt decay, but I don't know man, 2 blue cards is a lot.
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If MTG is a part of your life, the formats are like relationships:
Standard/Block = The on-again, off-again holiday fling
Modern/Vintage/Legacy = Stable, homely. A ***** after absence/misreading
Limited/Sealed = Heart breaking free spirit
Commander/Cube = Agreeable, needy and expensive
Pauper/Peasant = Sweet, kind, practical, but shy and boring
I was thinking the same thing.
But exiling 2 blue cards is a very steep price, and unlike shoal, it will almost never get hard-cast. It does solve the Liliana issue and it can stop abrupt decay, but I don't know man, 2 blue cards is a lot.
I agree with this. It also hurts that it can't be flashbacked with Snapcaster Mage.
There is snapback.
It can save a guy from removal the turn you put it out and they cast something like electrolyze, pluse, or Liliana (assuming you've tapped out) since you can't shoal these unless you are playing something with 3 cmc.
I'm not a huge fan of this, but it seems ok to have as a 2-of. Might be worth testing.
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If MTG is a part of your life, the formats are like relationships:
Standard/Block = The on-again, off-again holiday fling
Modern/Vintage/Legacy = Stable, homely. A ***** after absence/misreading
Limited/Sealed = Heart breaking free spirit
Commander/Cube = Agreeable, needy and expensive
Pauper/Peasant = Sweet, kind, practical, but shy and boring
I kind of skimmed it, but it seemed like he cut some quotes out of context.
I read it - I think he captured most of the contents from this thread in a way that wasn't taken out of context.
I also think his response to Hasp's point about potential economizing "self-interests" was done in good taste. Twoo confronted it and made his motivations transparent. I like how this deck's exposure has been handled - it's largely been given to the community to figure out, with timely mediations being presented by Twoo to foster further inquiry.
I'm looking forward to the next big modern event to see how players plan for this deck. I wonder to what extent will we see some of the specific hate mentioned by Twoo in SBs.
I read it - I think he captured most of the contents from this thread in a way that wasn't taken out of context.
I also think his response to Hasp's point about potential economizing "self-interests" was done in good taste. Twoo confronted it and made his motivations transparent. I like how this deck's exposure has been handled - it's largely been given to the community to figure out, with timely mediations being presented by Twoo to foster further inquiry.
I'm looking forward to the next big modern event to see how players plan for this deck. I wonder to what extent will we see some of the specific hate mentioned by Twoo in SBs.
He's a pretty reasonable guy. I've sat in on his stream a couple times recently, and there's always a pack of trolls going full bore on the chat, which he manages to casually acknowledge, ignore, and make look like fools all at the same time. I'm pretty sure I remember him pointing out in one of the first couple articles before anyone even started knocking him for "marketing cards" where he outright said he wasn't going to sit on the deck, because putting up lists was his job. He put out a list, if anything really drove the sales and prices wild it was Chas Andre's article on SCG and the QuietSpec guys hopping all over it after the LSV video. I also remember quite a while back someone writing a little "roast" style post on SCG targeting a bunch of well known names in Magic, which he promptly replied to and cut down by making it perfectly clear his intentions in the game. Gotta respect the way he handles himself as a player and as a deckbuilder. Considering Twoo's interest in Modern his articles have become one of my more anticipated reads for the week. I don't think this deck is going away any time soon.
This deck looks like it is here to stay for the foreseeable future, and at this rate it's going to be making it to Established pretty soon. Does anyone want to write a primer for it? Message me if interested.
This deck looks like it is here to stay for the foreseeable future, and at this rate it's going to be making it to Established pretty soon. Does anyone want to write a primer for it? Message me if interested.
You have no way to permanently remove a Wurmcoil Engine, and that beats all of your creatures. You might have been able to beat Karn, but that is not an average thing. They can just +4 it and exile their own cards, then restart the game with them having an Emrakul in play already. Speaking of Emrakul, this deck has no answers to that either. It just dies to Tron's maindeck Pyroclasms if it can't counter them. Same goes for Oblivion Stone. That is why Tron is a bad matchup.
How many decks do have an answer to Emrakul?
Heck, this deck is actually above the curve in ability to handle Emrakul because it can at least Cryptic Command to tap him down and buy a turn.
Hah, I think it's funny that he responded to my post. I had a response written out just now but I deleted it because I will give Woo the benefit of the doubt on his intentions. He posted a reasonable response and I applaud him for that.
I do wish you guys the best on the deck. I am just not as sold as some of you on its longer term viability.
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I am just really glad with the contribution Travis Woo makes with posting his modern video's. If you look at the comments what he has to put up with I wouldn't blame him for just not making video's anymore.
So for Travis.
Love the deck and videos! So if you read this, thanks Travis!
Bears don't flip Delver either, and the only reason Seas is in the sideboard is because Clique is main deck. I don't know why you brought up Islandwalk, the thing flies. Also, I like playing 4 Cliques, so sue me.
He said Spreading Seas doesn't even flip Delver as a last negative thing about it - has nothing to do with Bear/Clique so Bear not flipping is irrelevant.
The reason you fill up a board slot is because it is empty, seems logical, but what he is pointing out is that the cards you take OUT from the board (Cliques, Echoing truth - he misread it as you took out Hurkyls, it seems, though) serve an actual purpose (which is why they are there) and thus the cards you add (in your case, Spreading Seas) should serve the same purpose as the ones you take out unless you find that you now get a better game against them (cliques main etc) and then they should serve for where the other card you took out (Bears) were good... etc, etc.
He brought up Islandwalk because it is relevant in one of the few list that plays Seas (merfolk).
There could be arguments for what you are doing, but you sure as hell are not presenting them.
Wisp: I've seen list playing singleton Clique for a single Remand, Visions, Shoal, or whatever-you-like-really - as the list is so filled of 4 offs you can simple shave the one card you feel you need the list and add a Clique. It's taste, I guess. I'd it.
I presented my arguments pretty cleanly. I said I liked to play with 4 Cliques. There's my argument. You want some theory crafting? Ok, the curve of the deck looks smoother with some 3 cmc cards. Every creature now provides some value minus Delver, which is the strongest 1 mana threat in Modern, so there's its value. I didn't want to cut spells since that would seem to make Delver and Snapcaster Mage worse, plus Shoal gets better. I don't particularly like 1 mana 2/2's so I cut the Bear. I know why Bear is played, and I still cut it because I had to cut something.
I never had an argument for Seas other than I need my sideboard to have 15 cards in it. I don't know what they're for, Tron isn't a bad matchup. Does this deck have a bad matchup? Red maybe? I don't know. I'm not sure what I'd want yet, so I put in some cantripping filler. I could easily put in 3 Leylines of Something or other, or 3 Relics, or something. I'll wait until I know.
The point is, some people wanted to add 1 or 2 Cliques, so I decided to just try all four and the deck hasn't performed any worse for me that I can tell (I'm at something like 10-2, and I'm still working through my play mistakes, of which there are many). Maybe the deck is worse in the mirror. I haven't played the mirror yet, I don't know.
Think Twice is another 3 cmc blue spell that I would try in another iteration. I would cut spells in that iteration instead of creatures so the threat count would stay reasonable, but I'm still having fun playing this version for now.
Thank you! This is something to work with (except that you "liked it", that is all nice and well but if no discussion is being had, whats the point really?).
Living End is the only sure "BAD" matchup that I know of, but if someone knows something else, shout. Pod is never easy, so maybe that's something to think about too.
I like the idea of trying a singleton here and there but don't want to get too fancy, the 4-offs are a strength. Besides the 1 Clique both a singleton Think Twice and a singleton Psionic Blast (either, not both, that is) seem attractive too me.
Haven't played the deck, how good is shoals and Ninja? I feel like you could just run fetches and splash back for thoughtseize/inquisition and Bob and it would just be better?
Haven't played the deck, how good is shoals and Ninja? I feel like you could just run fetches and splash back for thoughtseize/inquisition and Bob and it would just be better?
I suggest you give it a few test runs before questioning the card choices. As a format, Modern revolves mostly around 1-2 mana cards, which is part of the reason that a card like Abrupt Decay is so strong in Jund. Shoal can take advantage of that standardized mana cost when paired with super low cost threats. Adding in TS/IoK/Confidant would make Shoal a lot less consistent and the deck a lot worse at reliably answering threats. Of course, this is a new deck, so it's unclear how much it will withstand the test of time and be better than other options in the format.
Haven't played the deck, how good is shoals and Ninja? I feel like you could just run fetches and splash back for thoughtseize/inquisition and Bob and it would just be better?
This is a bit redundant to an offhand comment I made in the UR Delver thread, but I figured that NBD would actually suffer if it expands out of monocolor.
At least, to me there is a significant amount of power in being able to arbitrarily pitch-cast Shoal at things on the ever-relevant 1, 2 and 4cmc points.
Regarding Disrupting Shoal, I wanted to break down the mana costs of frequently played cards relative to the popularity of their archetypes on MTGO. Right now, the top decks on MTGO (9/16/2013-12/29/2013) are as follows, along with their approximate (+/- 2%) metagame shares:
Those 11 decks make up about 70% of the MTGO metagame, so it's important to consider the costs of their cards when designing around Shoal. MTGO has a lot of netdecking, especially amongst major decktypes, so it's easy to generalize about what cards are in a deck and how many copies of each card get played. I'll do the CMC rundown just for Jund, the big dog of Modern MTGO, and then leave the rest for later or for others. I'll also keep it with BGR Jund with its playset of Bolts.
Here's the CMC breakdown given as a percent of the total spells in the deck (Jund runs 23-24 lands, so there are 36-37 spells total).
(Note that Abrupt Decay isn't counted here because it's uncounterable)
There is a little room for variation here. For example, some decks run Pillar of Flame or Terminate. Others run a 3/2 IoK/TS split. Others run a 3/4 split. So take it all with a grain of salt. But it's a good "average" place to start in analyzing an important matchup.
So based on this, if you are playing against Jund you want your own casting costs to be in similar proportion to the Jund ones. Of course, Jund isn't the only deck out there, so you would need to repeat this analysis for other decks to see how your costs should alter based on the matchup. Just for the sake of comparison, I'll look at Twin too to see how we would balance our manacosts by taking these decks into consideration. Again, this assumes a sort of "average" UR Tempo Twin list, with 23 lands and 37 spells, like we see on MTGO these days:
For the most part, it's very similar to Jund. This leaves out some cards that might skew it towards a different mana cost (Spellskite, Electrolyze, more Dispel/Slash, etc.), but it's basically identical to the Jund distribution.
How does this affect the deck? In most lists, you won't be able to use Shoal to counter the 3 CMC slot. That's a problem given that some of the scariest cards in Twin and Jund (Exarch/Mite and Lilly) are at that mana cost. Now, that might not be a problem if you deal with those cards in other ways, like smacking Lilly with a Delver or using Snag to counter a Twin. But if you are worried about interacting with that mana slot, then you have to wonder what can be added.
If I had to add anything to the 3 CMC slot, it would be Electrolyze. It's a tempo card. It's blue. It's solid against both Jund and Twin. And we don't need to tweak the manabase too much to fit it; just add 4 Steam Vents, 4 Scalding Tarn, and some number of Sulfur Falls. Clique is another option, but you probably don't want more than 1-2 of them in the deck period.
Electrolyze seems like a good idea. What's getting cut? Maybe -1 Vapor Snag, -1 Ninja, +2 Electrolyze? If we want a third Electrolyze, I'd cut Snapcaster.
I don't want to cut the cantrips, since they go a long way toward making mulligans unnecessary.
For the mana base, Sulfur Falls makes Vedalken Shackles weaker.
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U/R Delver plays the whole playset of sprites, with only a couple of cliques and mutavaults as support. You'd be surprised at how powerful sprite is at countering a lightning bolt and then swinging the next turn.
But still not a good option for this deck. We have enough 2-power threats as is without the need for a 2-mana 1/1 flyer.
Modern: Jund Legacy: RUG Delver EDH: Captain Sisay
I kinda agree on the above about a 3 drop, so many times I wished I had had 3 drop to pitch to Shoal..so I was stuck with Vapor Snag and cryptic to deal with a threat...Bear works nicely with targeted removal, to flash in evasion.
I will say I didn't have the best luck with my draws overall, to my surprise I had a hard time getting Delver to flip most of the time and most games went rather long- at which pint I was always hoping to draw a bomb and win..instead it was a another snapcaster or Bear. I think finding a place for 1-2 Shackles MB might a good solution...
I'll keep running out some games and see if I can train myself the discipline and patients to play this deck well enough.
That being said, the deck has playsets of solid cards. So many spells here are either undercosted beat sticks or say "Draw a card" on them; you can punt pretty hard and recover if you need to. But, left in very capable hands (like LSV's videos show) the deck rewards you INSTANTLY for the correct play almost every time.
"There are no two words in the English language more harmful than 'good job'." -Terrance Fletcher, Whiplash (2014)
You have no way to permanently remove a Wurmcoil Engine, and that beats all of your creatures. You might have been able to beat Karn, but that is not an average thing. They can just +4 it and exile their own cards, then restart the game with them having an Emrakul in play already. Speaking of Emrakul, this deck has no answers to that either. It just dies to Tron's maindeck Pyroclasms if it can't counter them. Same goes for Oblivion Stone. That is why Tron is a bad matchup.
I still think that it is an unfavorable matchup. They have cheap removal that kills all of your creatures. The closest thing you have to removal is Disrupting Shoal, which you won't have every time. They have large amounts of discard which is usually dead in the late game, but you keep your hand fully stocked with all of the cantriping. You rely on Snapcaster Mage, they have Deathrite Shaman. With no way to remove Dark Confidant, they will keep generating card advantage that outpaces yours. Their creatures are also much better than yours. Goyf beats Bear and Ninja all of the time, as do Scavenging Ooze and Huntmaster. And in game 1, you don't even have Shackles/Wurmcoil/Echoing Truth to help against them. This is why I think Jund is a bad matchup.
Storm Crow is strictly worse than Seacoast Drake.
I was thinking the same thing.
But exiling 2 blue cards is a very steep price, and unlike shoal, it will almost never get hard-cast. It does solve the Liliana issue and it can stop abrupt decay, but I don't know man, 2 blue cards is a lot.
Standard/Block = The on-again, off-again holiday fling
Modern/Vintage/Legacy = Stable, homely. A ***** after absence/misreading
Limited/Sealed = Heart breaking free spirit
Commander/Cube = Agreeable, needy and expensive
Pauper/Peasant = Sweet, kind, practical, but shy and boring
I agree with this. It also hurts that it can't be flashbacked with Snapcaster Mage.
Storm Crow is strictly worse than Seacoast Drake.
It can save a guy from removal the turn you put it out and they cast something like electrolyze, pluse, or Liliana (assuming you've tapped out) since you can't shoal these unless you are playing something with 3 cmc.
I'm not a huge fan of this, but it seems ok to have as a 2-of. Might be worth testing.
Standard/Block = The on-again, off-again holiday fling
Modern/Vintage/Legacy = Stable, homely. A ***** after absence/misreading
Limited/Sealed = Heart breaking free spirit
Commander/Cube = Agreeable, needy and expensive
Pauper/Peasant = Sweet, kind, practical, but shy and boring
http://www.channelfireball.com/articles/woo-brews-ninja-bear-around-the-web/
I kind of skimmed it, but it seemed like he cut some quotes out of context.
I read it - I think he captured most of the contents from this thread in a way that wasn't taken out of context.
I also think his response to Hasp's point about potential economizing "self-interests" was done in good taste. Twoo confronted it and made his motivations transparent. I like how this deck's exposure has been handled - it's largely been given to the community to figure out, with timely mediations being presented by Twoo to foster further inquiry.
I'm looking forward to the next big modern event to see how players plan for this deck. I wonder to what extent will we see some of the specific hate mentioned by Twoo in SBs.
He's a pretty reasonable guy. I've sat in on his stream a couple times recently, and there's always a pack of trolls going full bore on the chat, which he manages to casually acknowledge, ignore, and make look like fools all at the same time. I'm pretty sure I remember him pointing out in one of the first couple articles before anyone even started knocking him for "marketing cards" where he outright said he wasn't going to sit on the deck, because putting up lists was his job. He put out a list, if anything really drove the sales and prices wild it was Chas Andre's article on SCG and the QuietSpec guys hopping all over it after the LSV video. I also remember quite a while back someone writing a little "roast" style post on SCG targeting a bunch of well known names in Magic, which he promptly replied to and cut down by making it perfectly clear his intentions in the game. Gotta respect the way he handles himself as a player and as a deckbuilder. Considering Twoo's interest in Modern his articles have become one of my more anticipated reads for the week. I don't think this deck is going away any time soon.
Did you consider asking Travis Woo? Heh.
How many decks do have an answer to Emrakul?
Heck, this deck is actually above the curve in ability to handle Emrakul because it can at least Cryptic Command to tap him down and buy a turn.
I do wish you guys the best on the deck. I am just not as sold as some of you on its longer term viability.
Modern
xWBreakfast at Urza'sxW
UWGBantUWG
GWRNaya ZooRWG
So for Travis.
Love the deck and videos! So if you read this, thanks Travis!
RJaya Ballard, Task Mage Mono Red Control Decklist
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He said Spreading Seas doesn't even flip Delver as a last negative thing about it - has nothing to do with Bear/Clique so Bear not flipping is irrelevant.
The reason you fill up a board slot is because it is empty, seems logical, but what he is pointing out is that the cards you take OUT from the board (Cliques, Echoing truth - he misread it as you took out Hurkyls, it seems, though) serve an actual purpose (which is why they are there) and thus the cards you add (in your case, Spreading Seas) should serve the same purpose as the ones you take out unless you find that you now get a better game against them (cliques main etc) and then they should serve for where the other card you took out (Bears) were good... etc, etc.
He brought up Islandwalk because it is relevant in one of the few list that plays Seas (merfolk).
There could be arguments for what you are doing, but you sure as hell are not presenting them.
Wisp: I've seen list playing singleton Clique for a single Remand, Visions, Shoal, or whatever-you-like-really - as the list is so filled of 4 offs you can simple shave the one card you feel you need the list and add a Clique. It's taste, I guess. I'd it.
I could see that, especially with Ninjas being extra Snappys anyway.
Thank you! This is something to work with (except that you "liked it", that is all nice and well but if no discussion is being had, whats the point really?).
Living End is the only sure "BAD" matchup that I know of, but if someone knows something else, shout. Pod is never easy, so maybe that's something to think about too.
I like the idea of trying a singleton here and there but don't want to get too fancy, the 4-offs are a strength. Besides the 1 Clique both a singleton Think Twice and a singleton Psionic Blast (either, not both, that is) seem attractive too me.
I suggest you give it a few test runs before questioning the card choices. As a format, Modern revolves mostly around 1-2 mana cards, which is part of the reason that a card like Abrupt Decay is so strong in Jund. Shoal can take advantage of that standardized mana cost when paired with super low cost threats. Adding in TS/IoK/Confidant would make Shoal a lot less consistent and the deck a lot worse at reliably answering threats. Of course, this is a new deck, so it's unclear how much it will withstand the test of time and be better than other options in the format.
This is a bit redundant to an offhand comment I made in the UR Delver thread, but I figured that NBD would actually suffer if it expands out of monocolor.
At least, to me there is a significant amount of power in being able to arbitrarily pitch-cast Shoal at things on the ever-relevant 1, 2 and 4cmc points.
BGx Shell: 17.5% (Jund 14.5%, BG Rock 3%)
Affinity: 10%
RG Tron: 8%
Twin: 8.5%
Melira Pod: 8.5%
UWR Control: 5.5%
Scapeshift: 4%
Burn: 4%
Merfolk: 4%
GW Hatebears: 3% (Tied with Delver)
Delver: 3% (Tied with Hatebears)
Those 11 decks make up about 70% of the MTGO metagame, so it's important to consider the costs of their cards when designing around Shoal. MTGO has a lot of netdecking, especially amongst major decktypes, so it's easy to generalize about what cards are in a deck and how many copies of each card get played. I'll do the CMC rundown just for Jund, the big dog of Modern MTGO, and then leave the rest for later or for others. I'll also keep it with BGR Jund with its playset of Bolts.
Here's the CMC breakdown given as a percent of the total spells in the deck (Jund runs 23-24 lands, so there are 36-37 spells total).
JUND
1 CMC - 39%: 4 DRS, 4 Bolt, 3 IoK, 3 TS
2 CMC - 30%: 4 Bob, 4 Goyf, 2 Scooze, 1 removal
3 CMC - 22%: 4 Lilly, 2 Pulse, 2 Other (Souls/Blightning)
4 CMC - 8%: 2-4 Other (Ajani/Huntmaster/Chandra)
(Note that Abrupt Decay isn't counted here because it's uncounterable)
There is a little room for variation here. For example, some decks run Pillar of Flame or Terminate. Others run a 3/2 IoK/TS split. Others run a 3/4 split. So take it all with a grain of salt. But it's a good "average" place to start in analyzing an important matchup.
So based on this, if you are playing against Jund you want your own casting costs to be in similar proportion to the Jund ones. Of course, Jund isn't the only deck out there, so you would need to repeat this analysis for other decks to see how your costs should alter based on the matchup. Just for the sake of comparison, I'll look at Twin too to see how we would balance our manacosts by taking these decks into consideration. Again, this assumes a sort of "average" UR Tempo Twin list, with 23 lands and 37 spells, like we see on MTGO these days:
TWIN
1 CMC - 35%: 4 Bolt, 4 Visions, 2 Peek, 1 Dispel, 2 Lavamancer
2 CMC - 24%: 4 Snappy, 3 Remand, 2 Izzet Charm
3 CMC - 24%: 4 Mite, 3 Exarch, 2 Clique
4 CMC - 16%: 2 Cryptic, 4 Twin
5 CMC - 1%: 1 KikiJiki
For the most part, it's very similar to Jund. This leaves out some cards that might skew it towards a different mana cost (Spellskite, Electrolyze, more Dispel/Slash, etc.), but it's basically identical to the Jund distribution.
How does this affect the deck? In most lists, you won't be able to use Shoal to counter the 3 CMC slot. That's a problem given that some of the scariest cards in Twin and Jund (Exarch/Mite and Lilly) are at that mana cost. Now, that might not be a problem if you deal with those cards in other ways, like smacking Lilly with a Delver or using Snag to counter a Twin. But if you are worried about interacting with that mana slot, then you have to wonder what can be added.
If I had to add anything to the 3 CMC slot, it would be Electrolyze. It's a tempo card. It's blue. It's solid against both Jund and Twin. And we don't need to tweak the manabase too much to fit it; just add 4 Steam Vents, 4 Scalding Tarn, and some number of Sulfur Falls. Clique is another option, but you probably don't want more than 1-2 of them in the deck period.
I don't want to cut the cantrips, since they go a long way toward making mulligans unnecessary.
For the mana base, Sulfur Falls makes Vedalken Shackles weaker.