You are correct about EE not killing a Boggle if it is wearing a Totem Armor. Kiora's Dismissal seems pretty awesome against them, but isn't especially flexible. EE is ok against zoo decks and anything else with a specific mana cost, like tokens. Spellskite has some good application in other matchups as well.
If you have a sideboard slot set aside specifically for Boggles, Kiora's Dismissal is a great choice, but if you still want a card or two for other matchups the more flexible options are likely better. If you use the white splash, Favor of the Mighty is a pretty cool way to shut down their Aura casting, while also protecting a YP should you play one at some point.
I have been wondering, it seems that the meta has settled on swiftcruise over snaptime as the better build. But how much better is Swiftspear? Is the Snapcaster version tier two jank, or is Swiftspear just better enough that no one bothers to play the Snapcaster version?
The swiftspear/treasure cruise version is cheaper to build then the snapcaster/dtt version. Also, budget versions of swiftcruise run quite smooth and swiftcruise is easier to operate in general. For people who are new to the game/format this can be a valid reason to play the more accessible version of the deck.
Would you say both are viable though? I really like Snapcaster and want to run that version but not if swiftcruise just overall better? Plus Snap through time sounds cooler than swiftcruise
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Decks
Modern BGR Jund RGB BW Eldrazi and Taxes WB BWGAbzan CompanyGWB
uhm well, i was playing the snaptime version to mediocre success at GP Madrid (less than 50% win percentage in about 30 rounds in the GP environment (1 last minute gpt, the main event, 1000 € modern championship and 2 8-mans on day 2) - and would not do so again without heavy playtesting and refining of the mainboard list. not that it's bad, it's just durdling in the early game without having that much oomph in the late game. it's best midgame, but after that the low card quality in UR colors and the low inevitability is a real problem. currently i think that the best deck that plays both snap and dig is splinter twin.
on the other hand, there was one huge proponent of the snaptime list in zemanjaski, who has been keeping silent all of a sudden after gp madrid, here in the forums as well as on reddit. he's either switching boats (pun!:)) or brewing silently.
edit: many of my losses were to blowout cards, as the whole meta at the gp was pretty hostile to delver. i lost quite some games against choke, chalice of the void, that goddamn WB priest that haunts, whose name i cant remember just now. etc. imho thats why the RUG list did so well: tarmogoyf is a house when the x/1s of snaptime delver dont do the trick.
This is also why Ivan Floch's list (splashing white for SB cards like Wear/Tear) was successful and is currently my weapon of choice. The latest tech is the inclusion of 2 Mantis Riders in the SB for those matches in which the ground gets clogged up.
Match 1: UWR Kiki [0-0-1]
G1: On the play. I mull to 4. I keep a hand with a land, spell snare, dtt and delver. My t1 delver eats a bolt. On t4~ish she taps out to play her dtt, but I respond with mine grabbing a counter and a pyromancer. I play and protect my pyromancer while she plays her resto. I manage to win the first counterwar over kiki getting me loads of tokens. The next turn she topdecks another kiki which results in another counterwar which I loose. Fortunately she’s outtapped and I bolt the kiki in response to the first copy-trigger forcing her to blink her wall of omens. This was just enough time for me to swing with my tokens and pyromancer for lethal. – Very long game. (1-0)
G2: On the draw. I keep a good hand with counters, 2 lands and a cantrip. Unfortunately I miss my 3rd and 4th turn landdrops which puts me behind. I combust the 1st angel, but I don’t have enough lands in play to snap+combust the 2nd one and she beats me down to 0 in overtime. (1-1)
In: +2 blood moon, +2 combust, +1 negate, +2 dispel
Out: -4 delver of secrets, -1 vapor snag, -2 electrolyze
Sidenote: I'm not sure boarding out the delvers in this particular UWR match-up is the right thing to do. They only play a few removalspells. Maybe I should take out 2 burst lighting and 2 something else.
Match 2: UR Delver with snapcasters and counters [1-0-1]
G1: On the play. I keep a hand with some counters, a delver and some burn. He mulled to 5. I decided to wait him out a bit and bolt his t1 delver. I play mine on t3 or t4 and manage to protect it to get ahead. Unfortunately it took my delver 4 turns to flip and when it did it got vapor snagged. However, I was too far ahead for him and I eventually win this game with a dtt and my threats. (1-0)
G2: On the draw. He got manascrewed and I kept a reactive hand. Eventually I land a pyro which he tries to steal with threads of disloyalty. In response I burst my own pyro, but tapping myself out. He seizes this opportunity to flood his own board with a pyro, a few tokens and a snap. Little did he know I digged for an electrickery earlier, blowing him out and closing the game with my own army of tokens. (2-0)
In: +1 negate, +2 dispel, +1 electrickery, +1 threads of disloyalty
Out: -1 vapor snag, -4 remand
Match 3: Amulet of vigor combo [2-0-1]
G1: On the draw. I keep a decent, but somewhat slow hand. He got t1 titan. I didn’t topdeck my vapor snag and scooped. Nuff said. (0-1)
G2: On the play. I keep an aggressive hand, but lack the counters to keep his combo at bay. He goes all-out with 3 amulets and a hard cast summoner’s pact grabbing a titan and beefing it up with all sorts of scary boosts, including lifelink which put him out of the boltrange he was in. At the end of that turn I dig and grab a blood moon. I play the blood moon and in his upkeep he dies to his own pact (hehehe). (1-1)
G3: On the draw. I play the tempogame with plenty of counters to stop him from doing anything. I win. (2-1)
In: +2 blood moon, +1 flashfreeze, +1 shattering spree
Out: -1 spell snare, -1 burst lightning, -2 electrolyze
Match 4: BG dredge-something-brew-stuff [3-0-1]
G1. On the draw. I land a delver, counter his removal and win. (1-0)
G2. On the draw. Same as g1, but he nearly got a huuuuuuge scary lotleth troll. If he had 1 more creature to discard I wouldn’t have been able to doubleburn the troll and probably die to it in 2 swings. (2-0)
In: +1 threads of disloyalty
Out: -1 spell pierce
Sidenote: This was a downpair.
This deck is such a blast to play with. I "feels" like it works the way it should. I currently don't feel I need to change anything.
I have been wondering, it seems that the meta has settled on swiftcruise over snaptime as the better build. But how much better is Swiftspear? Is the Snapcaster version tier two jank, or is Swiftspear just better enough that no one bothers to play the Snapcaster version?
the problem isnt swiftspear being better. the problem is multiples of snapcaster having horrible synergy with treasure cruise.
I'm playing Snap-Time with 4 Snapcasters and 3 Dig Through Time and I feel that Snapcaster is much too powerful to cut. Snapcaster only eats 1 card from the graveyard and if you try it isn't too difficult to leave sufficient targets for Snapcaster in the graveyard when delving.
I will concede that Snapcaster works better with Dig Through Time than Treasure Cruise, especially as Treasure Cruise must be cast at sorcery speed and you want to hold up mana for other spells. With Dig Through Time, it's much easier to pick your spot to selectively delve less from the graveyard at points where the opponent's tapped out or at the opponent's end of turn when they didn't play anything worth countering.
the problem isnt swiftspear being better. the problem is multiples of snapcaster having horrible synergy with treasure cruise.
I'm playing Snap-Time with 4 Snapcasters and 3 Dig Through Time and I feel that Snapcaster is much too powerful to cut. Snapcaster only eats 1 card from the graveyard and if you try it isn't too difficult to leave sufficient targets for Snapcaster in the graveyard when delving.
I will concede that Snapcaster works better with Dig Through Time than Treasure Cruise, especially as Treasure Cruise must be cast at sorcery speed and you want to hold up mana for other spells. With Dig Through Time, it's much easier to pick your spot to selectively delve less from the graveyard at points where the opponent's tapped out or at the opponent's end of turn when they didn't play anything worth countering.
This is correct. I too play 4 snapcasters and 3 digs and I have no issues with a "horrible synergy". In fact, it's not rare to flashback a dig and still leave stuff in your gy. With dig being an instant you can time it a lot better then you could with treasure cruise. I find that delving 6 or delving 7 cards and the option of tapping more eot and delving even less, also makes a big difference. Keep in mind though that the snaptime version is more of a controlling deck while the swiftcruise version likes to be much more aggressive. Both strategies are viable, choose the one that fits your playstyle.
I do feel that in a swiftcruise vs. snaptime match, the snaptime version is a little more favored. Games tend to go long and the instantspeed dig is more powerfull and harder to disrupt. Then again, I just strait up loose to a swiftcruise version that presents more pressure then I can handle.
is 4 snapcasters and 4 dig too greedy? i'm planning on being full on snaptime at modern tomorrow and i was just curious how the 3-4 split cane to be, other than people just looking at zem's list a few pages back. i'm not averse to an 1U ambush viper now and again. sometimes that's the right thing to do.
Talking about the Snaptime version, is there something it can do against Darkblast, epseically in the opening seven? It justs eats literally everything sans a flipped Delver over and over again. The Swiftcruise version at least has Swiftspear that survives it.
is 4 snapcasters and 4 dig too greedy? i'm planning on being full on snaptime at modern tomorrow and i was just curious how the 3-4 split cane to be, other than people just looking at zem's list a few pages back. i'm not averse to an 1U ambush viper now and again. sometimes that's the right thing to do.
I personally play 3 digs simply because I don't need 4. With all your cantrips you'll usually find 1 by the time you need it. Also having 2 digs sitting in your hand can be awkward. It already happens a lot when you run 3 (or at least when I run 3 :P), so adding a 4th will only add to that problem. Treasure cruise decks run 4 because it's a card they want to chain if they can. I don't think I ever cast 2 digs in the same turn. I do grab a dig off a dig sometimes, but I don't remember casting it immediately.
Talking about the Snaptime version, is there something it can do against Darkblast, epseically in the opening seven? It justs eats literally everything sans a flipped Delver over and over again. The Swiftcruise version at least has Swiftspear that survives it.
I have encountered darkblast a few times. It's annoying and the best you can do is just flood the board asap (which this deck is really good at!) or just burn your opponent out. The decks I've encountered that play darkblast are weaker then we are in the mid/late game anyway because we just keep drawing cards. Remember they don't draw any "new" cards when they darkblast your stuff.
Against jund/junk that use darkblast: use blood moon to turn off their black sources slows them down and limits them to do other stuff. Presenting other stuff that needs answering other then x/1's also does the trick. Try batterskull, blood moon or threads of disloyalty and see if they're still willing to kill your snapcaster mage.
round 1 2-0 vs an esper soul sisters brew. i had counterspells for most interesting things he wanted to do and he got overwhelmed by elementals both games.
round 2 2-1 vs ascendency combo. this was wraptors list card for card. i have too much disruption for him to get much done game 1. game 2 he kills me after casting a timely reinforcements and pumping the tokens until they were lethal. game 3 was similar to game 1, i just countered some key spells and could win every counter war and he dies to pyromancer. i hadn't played or seen this matchup before but i feel like it is really favorable for us.
round 3 2-1 vs goblins. got absolutely wrecked game 1 against double goblin guide and legion loyalist without a whole lot of burn to interact with his creatures. i sideboard in 3 dragons claw and all the burn spells in my board for games 2 and 3 and i end up stabilizing around 7-8 life and dig for a claw and take over the games from there.
round 4 0-2 vs RUG brew? i was really unsure of what this deck was all about. it had goyfs, knuckleblades, counterspells, and thats basically what i died to. he got enough lands and resolved a knuckleblade game 1 and game 2 he was a snapcaster or bolt away from death but the burn never came and he got me in the end. i don't feel like this match was unfavorable, but i was really out of my comfort zone playing against a rogue deck and i probably could have played more optimally.
i have to say after playing the swiftspear version i like this way better, but i agree that its a player preference. i like being able to chill and dig when i really need to and play a longer more controlling game. i also think this version is superior to the swiftcruise in the matches where we really need to draw a sideboard card. dig just does that so much better than treasure cruise. worst case scenario you pick the best 2 of 7 and get rid of 7 draws that aren't your hate cards. swiftcruise can try to race against burn and bogles (which i strongly believe are our worst matchups) but i feel like its more reliable and effective to dig and stabilize with dragons claw or blow them out with hibernation.
Flame Jab - I wish I could justify running more as this card really does a lot of work. It turns all late game lands into burn, effectively deals with the mirror, and fills the graveyard for Treasure Cruise. An all around all-star. Also pumps up Monastery Swiftspear like a champ.
Gigadrowse - A card that I feel has been long forgotten in a meta that runs rampant with tempo decks. This is my way of dealing with the mirror.
All in all, I would say that there isnt an unbeatable matchup. Though Scapeshift is pretty tough, especially post board. People like to argue that because it has goyf that it's a different deck entirely. Absolutely not. Most of you run Pyromancer, I run the big green dude. He doesn't have as bad of an interaction with TC like everyone has talked about. I'm really satisfied with my current build and will post results as soon as I get a chance.
Round 1: R/G Tron
Game 1:(Win) On the Draw, I Mull to 6 .Protected Swift spear from pyroclasm by holding up thought scour mana. Also made it look like i had pierce.
Game 2:(Lose) He hit T3 Wurmcoil, I didn't have a response.
Game 3:(Win) Blood Moon Slowed Him Down. Smash to Smash to Smithereens Killed an Oblivion stone. Followed up by Bolts and snapcaster for mega burn
Round 2: Infect
Game 1:(Win) Burn spells kept him in check.
Game 2:(Win) Kept a No lander 2x Probe Serum Vision on the draw because it had spellskite. He had 3X Mutagenic growth Pendelhaven so i was @ 8 Poison on T2....spellskite dominated.
Round 3: BG Dredgvine
Round 1:(Win) Got some sweet tempo out of swiftspears Vapor Snag and snapcaster.
Round 2:(Lose) Lost to Choke
Round 3:(Win) Shut him out of green mana with Blood moon following it up w/ Pyromancer. He couldn't cast abrupt decay and pyromancer got out of control.
Mana Leak rotted in my hand most games. I may cut 1 for another thoughtscour, vapor snag, or an izzet charm.
I run swift/cruise with 4 1 Mana removal (Pillar, Forked Bolt, Vaporsnag) When Pod is more popular i hedge towards pillar. The kitchen finks issue goes away. I also always have 1 magma spray in the board.
First time using my UR Delver deck last Saturday. Should I keep an opening hand with no creatures but have a variety of cantrips and counters? Sorry for the noob question.
First time using my UR Delver deck last Saturday. Should I keep an opening hand with no creatures but have a variety of cantrips and counters? Sorry for the noob question.
Also depends on how many lands you have. But if for instance you have 2 lands and 5 noncreature spells, I'd say keep it.
You could run an izzet charm instead of Looting to help a bit. However this list is going to struggle ALOT against burn. Snag is bad against all their creatures, Tons of phyrexian mana, Deprive slows you down. I Like this as a thought experiment showing how deep you can go to feed cruise. You have to ask yourself if the percentages you gain against combo are worth the percentages you lose.
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another option is kioras dismissal as a combat trick
If you have a sideboard slot set aside specifically for Boggles, Kiora's Dismissal is a great choice, but if you still want a card or two for other matchups the more flexible options are likely better. If you use the white splash, Favor of the Mighty is a pretty cool way to shut down their Aura casting, while also protecting a YP should you play one at some point.
DECKS:
UB Faeries [Midrange/Tempo]
RWUGB Affinity[Aggro]
FAERIES TOO STRONK!!!1111
- Fae Prophecy, 201
5678Decks
Modern
BGR Jund RGB
BW Eldrazi and Taxes WB
BWGAbzan Company GWB
Mtgo Modern
G Company Elves G
This is also why Ivan Floch's list (splashing white for SB cards like Wear/Tear) was successful and is currently my weapon of choice. The latest tech is the inclusion of 2 Mantis Riders in the SB for those matches in which the ground gets clogged up.
5 Island
1 Mountain
4 Scalding Tarn
2 Polluted Delta
1 Misty Rainforest
1 Arid Mesa
1 Sulfur Falls
3 Steam Vents
1 Desolate Lighthouse
Creatures
4 Delver of Secrets
4 Young Pyromancer
4 Snapcaster Mage
4 Gitaxian Probe
4 Serum Visions
3 Dig Through Time
4 Lightning Bolt
2 Burst Lightning
2 Electrolyze
4 Remand
2 Mana Leak
2 Spell Snare
1 Spell Pierce
1 Vapor Snag
1 Spellskite
1 Electrickery
1 Flashfreeze
2 Blood Moon
1 Threads of Disloyalty
2 Combust
2 Magma Spray
1 Negate
2 Dispel
1 Shattering Spree
1 Batterskull
Match 1: UWR Kiki [0-0-1]
G1: On the play. I mull to 4. I keep a hand with a land, spell snare, dtt and delver. My t1 delver eats a bolt. On t4~ish she taps out to play her dtt, but I respond with mine grabbing a counter and a pyromancer. I play and protect my pyromancer while she plays her resto. I manage to win the first counterwar over kiki getting me loads of tokens. The next turn she topdecks another kiki which results in another counterwar which I loose. Fortunately she’s outtapped and I bolt the kiki in response to the first copy-trigger forcing her to blink her wall of omens. This was just enough time for me to swing with my tokens and pyromancer for lethal. – Very long game. (1-0)
G2: On the draw. I keep a good hand with counters, 2 lands and a cantrip. Unfortunately I miss my 3rd and 4th turn landdrops which puts me behind. I combust the 1st angel, but I don’t have enough lands in play to snap+combust the 2nd one and she beats me down to 0 in overtime. (1-1)
In: +2 blood moon, +2 combust, +1 negate, +2 dispel
Out: -4 delver of secrets, -1 vapor snag, -2 electrolyze
Sidenote: I'm not sure boarding out the delvers in this particular UWR match-up is the right thing to do. They only play a few removalspells. Maybe I should take out 2 burst lighting and 2 something else.
Match 2: UR Delver with snapcasters and counters [1-0-1]
G1: On the play. I keep a hand with some counters, a delver and some burn. He mulled to 5. I decided to wait him out a bit and bolt his t1 delver. I play mine on t3 or t4 and manage to protect it to get ahead. Unfortunately it took my delver 4 turns to flip and when it did it got vapor snagged. However, I was too far ahead for him and I eventually win this game with a dtt and my threats. (1-0)
G2: On the draw. He got manascrewed and I kept a reactive hand. Eventually I land a pyro which he tries to steal with threads of disloyalty. In response I burst my own pyro, but tapping myself out. He seizes this opportunity to flood his own board with a pyro, a few tokens and a snap. Little did he know I digged for an electrickery earlier, blowing him out and closing the game with my own army of tokens. (2-0)
In: +1 negate, +2 dispel, +1 electrickery, +1 threads of disloyalty
Out: -1 vapor snag, -4 remand
Match 3: Amulet of vigor combo [2-0-1]
G1: On the draw. I keep a decent, but somewhat slow hand. He got t1 titan. I didn’t topdeck my vapor snag and scooped. Nuff said. (0-1)
G2: On the play. I keep an aggressive hand, but lack the counters to keep his combo at bay. He goes all-out with 3 amulets and a hard cast summoner’s pact grabbing a titan and beefing it up with all sorts of scary boosts, including lifelink which put him out of the boltrange he was in. At the end of that turn I dig and grab a blood moon. I play the blood moon and in his upkeep he dies to his own pact (hehehe). (1-1)
G3: On the draw. I play the tempogame with plenty of counters to stop him from doing anything. I win. (2-1)
In: +2 blood moon, +1 flashfreeze, +1 shattering spree
Out: -1 spell snare, -1 burst lightning, -2 electrolyze
Match 4: BG dredge-something-brew-stuff [3-0-1]
G1. On the draw. I land a delver, counter his removal and win. (1-0)
G2. On the draw. Same as g1, but he nearly got a huuuuuuge scary lotleth troll. If he had 1 more creature to discard I wouldn’t have been able to doubleburn the troll and probably die to it in 2 swings. (2-0)
In: +1 threads of disloyalty
Out: -1 spell pierce
Sidenote: This was a downpair.
This deck is such a blast to play with. I "feels" like it works the way it should. I currently don't feel I need to change anything.
DECKS:
UB Faeries [Midrange/Tempo]
RWUGB Affinity[Aggro]
FAERIES TOO STRONK!!!1111
- Fae Prophecy, 201
5678I'm playing Snap-Time with 4 Snapcasters and 3 Dig Through Time and I feel that Snapcaster is much too powerful to cut. Snapcaster only eats 1 card from the graveyard and if you try it isn't too difficult to leave sufficient targets for Snapcaster in the graveyard when delving.
I will concede that Snapcaster works better with Dig Through Time than Treasure Cruise, especially as Treasure Cruise must be cast at sorcery speed and you want to hold up mana for other spells. With Dig Through Time, it's much easier to pick your spot to selectively delve less from the graveyard at points where the opponent's tapped out or at the opponent's end of turn when they didn't play anything worth countering.
This is correct. I too play 4 snapcasters and 3 digs and I have no issues with a "horrible synergy". In fact, it's not rare to flashback a dig and still leave stuff in your gy. With dig being an instant you can time it a lot better then you could with treasure cruise. I find that delving 6 or delving 7 cards and the option of tapping more eot and delving even less, also makes a big difference. Keep in mind though that the snaptime version is more of a controlling deck while the swiftcruise version likes to be much more aggressive. Both strategies are viable, choose the one that fits your playstyle.
I do feel that in a swiftcruise vs. snaptime match, the snaptime version is a little more favored. Games tend to go long and the instantspeed dig is more powerfull and harder to disrupt. Then again, I just strait up loose to a swiftcruise version that presents more pressure then I can handle.
Pick the one you like the best.
DECKS:
UB Faeries [Midrange/Tempo]
RWUGB Affinity[Aggro]
FAERIES TOO STRONK!!!1111
- Fae Prophecy, 201
5678I personally play 3 digs simply because I don't need 4. With all your cantrips you'll usually find 1 by the time you need it. Also having 2 digs sitting in your hand can be awkward. It already happens a lot when you run 3 (or at least when I run 3 :P), so adding a 4th will only add to that problem. Treasure cruise decks run 4 because it's a card they want to chain if they can. I don't think I ever cast 2 digs in the same turn. I do grab a dig off a dig sometimes, but I don't remember casting it immediately.
I have encountered darkblast a few times. It's annoying and the best you can do is just flood the board asap (which this deck is really good at!) or just burn your opponent out. The decks I've encountered that play darkblast are weaker then we are in the mid/late game anyway because we just keep drawing cards. Remember they don't draw any "new" cards when they darkblast your stuff.
Against jund/junk that use darkblast: use blood moon to turn off their black sources slows them down and limits them to do other stuff. Presenting other stuff that needs answering other then x/1's also does the trick. Try batterskull, blood moon or threads of disloyalty and see if they're still willing to kill your snapcaster mage.
DECKS:
UB Faeries [Midrange/Tempo]
RWUGB Affinity[Aggro]
FAERIES TOO STRONK!!!1111
- Fae Prophecy, 201
56784 young pyromancer
4 snapcaster mage
4 lightning bolt
4 serum visions
4 gitaxian probe
3 dig through time
3 remand
3 spell snare
2 mana leak
2 vapor snag
2 burst lightning
1 deprive
1 electrolyze
1 spell pierce
4 polluted delta
4 flooded strand
3 steam vents
1 sulfur falls
1 mountain
round 1 2-0 vs an esper soul sisters brew. i had counterspells for most interesting things he wanted to do and he got overwhelmed by elementals both games.
round 2 2-1 vs ascendency combo. this was wraptors list card for card. i have too much disruption for him to get much done game 1. game 2 he kills me after casting a timely reinforcements and pumping the tokens until they were lethal. game 3 was similar to game 1, i just countered some key spells and could win every counter war and he dies to pyromancer. i hadn't played or seen this matchup before but i feel like it is really favorable for us.
round 3 2-1 vs goblins. got absolutely wrecked game 1 against double goblin guide and legion loyalist without a whole lot of burn to interact with his creatures. i sideboard in 3 dragons claw and all the burn spells in my board for games 2 and 3 and i end up stabilizing around 7-8 life and dig for a claw and take over the games from there.
round 4 0-2 vs RUG brew? i was really unsure of what this deck was all about. it had goyfs, knuckleblades, counterspells, and thats basically what i died to. he got enough lands and resolved a knuckleblade game 1 and game 2 he was a snapcaster or bolt away from death but the burn never came and he got me in the end. i don't feel like this match was unfavorable, but i was really out of my comfort zone playing against a rogue deck and i probably could have played more optimally.
i have to say after playing the swiftspear version i like this way better, but i agree that its a player preference. i like being able to chill and dig when i really need to and play a longer more controlling game. i also think this version is superior to the swiftcruise in the matches where we really need to draw a sideboard card. dig just does that so much better than treasure cruise. worst case scenario you pick the best 2 of 7 and get rid of 7 draws that aren't your hate cards. swiftcruise can try to race against burn and bogles (which i strongly believe are our worst matchups) but i feel like its more reliable and effective to dig and stabilize with dragons claw or blow them out with hibernation.
MainDeck 60cards
12 Creatures
4 Delver of Secrets
4 Monastery Swiftspear
4 Tarmogoyf
15 Instants
2 Gigadrowse
4 Lightning Bolt
2 Remand
2 Spell Pierce
2 Spell Snare
2 Vapor Snag
1 Thought Scour
15 Sorceries
3 Flame Jab
1 Forked Bolt
3 Gitaxian Probe
4 Serum Visions
4 Treasure Cruise
1 Breeding Pool
2 Island
1 Mountain
3 Misty Rainforest
3 Scalding Tarn
2 Steam Vents
1 Stomping Ground
1 Sulfur Falls
4 Wooded Foothills
2 Ancient Grudge
2 Deprive
1 Destructive Revelry
1 Dispel
1 Izzet Staticaster
2 Magma Spray
2 Molten Rain
2 Negate
2 Threads of Disloyalty
Unique choices:
Flame Jab - I wish I could justify running more as this card really does a lot of work. It turns all late game lands into burn, effectively deals with the mirror, and fills the graveyard for Treasure Cruise. An all around all-star. Also pumps up Monastery Swiftspear like a champ.
Gigadrowse - A card that I feel has been long forgotten in a meta that runs rampant with tempo decks. This is my way of dealing with the mirror.
All in all, I would say that there isnt an unbeatable matchup. Though Scapeshift is pretty tough, especially post board. People like to argue that because it has goyf that it's a different deck entirely. Absolutely not. Most of you run Pyromancer, I run the big green dude. He doesn't have as bad of an interaction with TC like everyone has talked about. I'm really satisfied with my current build and will post results as soon as I get a chance.
4 Monastery Swiftspear
4 Young Pyromancer
2 Snapcaster Mage
3 Forked Bolt
4 Gitaxian Probe
4 Lightning Bolt
4 Serum Visions
1 Spell Pierce
2 Spellsnare
2 Thought Scour
1 Vapor Snag
2 Mana Leak
1 Remand
4 Treasure Cruise
5 Island
1 Mountain
4 Scalding Tarn
2 Steam Vents
1 Sulfur falls
1 Wooded Foothills
2 Dispel
1 Electrickery
1 Magma Spray
1 Negate
1 Spell pierce
3 Smash to Smithereens
1 Spellskite
2 Blood Moon
1 Counterflux
1 Hibernation
1 Izzet Staticaster
Round 1: R/G Tron
Game 1:(Win) On the Draw, I Mull to 6 .Protected Swift spear from pyroclasm by holding up thought scour mana. Also made it look like i had pierce.
Game 2:(Lose) He hit T3 Wurmcoil, I didn't have a response.
Game 3:(Win) Blood Moon Slowed Him Down. Smash to Smash to Smithereens Killed an Oblivion stone. Followed up by Bolts and snapcaster for mega burn
Round 2: Infect
Game 1:(Win) Burn spells kept him in check.
Game 2:(Win) Kept a No lander 2x Probe Serum Vision on the draw because it had spellskite. He had 3X Mutagenic growth Pendelhaven so i was @ 8 Poison on T2....spellskite dominated.
Round 3: BG Dredgvine
Round 1:(Win) Got some sweet tempo out of swiftspears Vapor Snag and snapcaster.
Round 2:(Lose) Lost to Choke
Round 3:(Win) Shut him out of green mana with Blood moon following it up w/ Pyromancer. He couldn't cast abrupt decay and pyromancer got out of control.
Mana Leak rotted in my hand most games. I may cut 1 for another thoughtscour, vapor snag, or an izzet charm.
I run swift/cruise with 4 1 Mana removal (Pillar, Forked Bolt, Vaporsnag) When Pod is more popular i hedge towards pillar. The kitchen finks issue goes away. I also always have 1 magma spray in the board.