Tap out style is fun with blue/white, but lately I've been trying a UW list that is more permission based. The main benefit is Teferi, Mage of Zhalfir and he has been quite amazing. He is particularly fun in concert with Consecrated Sphinx, but I've since replaced the Sphinx with Aetherling.
I'd run Wurmcoil Engine or Batterskull over Aetherling.
Aetherling is just the newest one I'm testing. I also have a singleton Wurmcoil Engine in the deck, but the main benefit to Aetherling is he lets me just end the game. People can't just hole up with a few kitchen finks like they can against Sun Titan.
I am going to be testing a more angel-heavy version that just eats any fair deck for breakfast. Baneslayer is just a really good card in the format now. A lot of decks just fold to her.
Ok, well after having run a more tapout method, I have decided I do not not care for it. I didn't really think kitchen finks was that amazing except versus burn, and even then it was rather mediocre. Wall of Omens is decent just for the draw but in Modern it doesn't seem to do much. Rarely blocks since most threats other than Tarmogoyf fly to be honest. I thought no Mana Leak would be decent but it was atrociously bad. Mana Leak helps fill the gap between spell snare and cryptic command and is necessary. Cards I tried and liked a lot were:
1. Repeal/Into the Roil-These cards are SICK good. It feels good to undo something EOT and cantrip, and it provides utility and a draw replacement effect.
2. Jace Beleren- I won't tapout for him, but he does provide quality draw for more than a turn. If the adversary doesn't want to attack Jace or use a burn spell on him, fine by me, I like drawing cards. Three mana is a bit steep but Jace Beleren helps you get to the late stage of the game.
3. Gideon Jura- Gidoen allows you to control the board and tapping out for Gideon isn't a total lose since he can force Twin to buy me a turn and draw a Supreme Verdict or he can always beat for 6 a turn after a board wipe. Plus, his assassinate ability is very useful, as I have killed plenty of Tarmo's and other random dudes with it.
4. Sphinx's Revelation- I play one copy and it is amazing. Naysayers be damned, instant speed late game super draw and life gain because why not is spectacular. Now I know its not like Standard and a 3-4 of, but this card is powerful as a late game win condition.
5. Batterskull- Yes this card is awesome because it gains back precious lost life, has vigilance and is a 4/4 and can't be easily dealt with making it tough.
6. Think Twice- This card gets hammered all the time for no reason. It is good as it is provides instant speed draw and replaces itself. I prefer it over serum visions or sleight of hand because the instant speed really matters.
Cards I didn't care for:
1. No Mana Leak. I think as a Control deck we need this. Yes drawing late game mana leaks suck, but mana leak provides an important control aspect to this deck helping it get to the late game stage by providing disruption.
2. Kitchen Finks/Wall of Omens- I respect these cards but they don't do enough for me to justify their inclusion. One, they have been very slow, which is fine since the deck is slow but slow AND sorcery speed is atrocious. In addition they rarely block major threats in Modern. Restoration Angel is the best blocker and she has Flash.
3. Sun Titan- Yes, I know he has immediate board impact but 6 mana at sorcery speed kills me AND susceptible to easy cheesy removal. The recursion ispowerful, I won't deny that and that is card advantage but for an engine he is fragile. By this stage in the game I want to activate Colonnades, drop Gideons, or represent instant speed spells not tap six for Sun Titan.
4. Detention Sphere- In theory it is good utility but then I recall how popular G/B/x is and how prevalent abrupt decay is then remember how bad this card is.
I think that you overlook the board states created by a Sun Titan
that triggers multiple times- I am thinking of the opponent's lands in particular here.
To explain better, when I was winning games with S. Titans, it was because my opponents were scooping as a consequence of having rapidly dwindling lands and no basics left to search, or getting crushed by my increasing board presence. Sun Titan is no means the way to go for uw control, but if you are going to make a post that describes why you do not like the card, you should at least get its function right, which is a way to 'go over the top'.
Personally, I think that cliques, snaps and restos are very adequate wincons for uw and one of the better expensive bombs to be playing is wurmcoil. I could explain wurmcoil's awesome, but it seems pretty intuitive, do won't unless asked.
I think that you overlook the board states created by a Sun Titan
that triggers multiple times- I am thinking of the opponent's lands in particular here.
To explain better, when I was winning games with S. Titans, it was because my opponents were scooping as a consequence of having rapidly dwindling lands and no basics left to search, or getting crushed by my increasing board presence. Sun Titan is no means the way to go for uw control, but if you are going to make a post that describes why you do not like the card, you should at least get its function right, which is a way to 'go over the top'.
Personally, I think that cliques, snaps and restos are very adequate wincons for uw and one of the better expensive bombs to be playing is wurmcoil. I could explain wurmcoil's awesome, but it seems pretty intuitive, do won't unless asked.
The purpose of Sun Titan is to be a hard to deal with finisher (doesn't die to dismember/bolt) who can provide additional controlling elements (or card draw through wall) even if killed. If you are attacking with Sun Titan often enough to use Ghost Quarter as a Strip Mine you've likely won a long time before.
Hi I'm currently playing uwr control until recently I stumbled upon uw control after a huge success during a ptq from my local shop. I'm curious as to the difference between uwr and uw control, hoping that you guys could indulge me
The main difference is bolt really. Without red you don't have the ability to bolt snap bolt which is so powerful, but you are able to run a lot more basics and play a more controlling game in general. Usually UW is better against other control decks, but worse against aggro decks.
Is it really worse off against aggro decks? uw control do bring walls and finks which block creatures really well and they have wraths too. I could see problems against pod decks though, but might not be that bad a match up. With SB there is mindcensors and artifact hate.
That wasn't my argument against Sun Titan. My point was that he is 6 mana sorcery speed which is a lot of mana. I know he has immediate board impact and is card advantage as I had previously acknowledged that aspect. I do not like the fact he is so susceptible to popular removal like PTE/Doom blade (yes in GBX) and Remand/Mana Leak/Cryptic Command. Essentially I find him bad against the Top decks and that is where it counts most, not against random deck x at Modern FNM.
If you want a tough to beat finisher use Batterskull, as it is hard to get rid of making it superb. The fact it can be equipped to a body is even better.
No mana leak sucks. The additional stack control helps stopping bombs which is important, like GBX/Twin/Pod.
How is wurmcoil better than Batterskull? Batterskull can't be effectively removed as long as you protect it with 3 open mana and it can be equipped to a body if you want it to be.
Okay, so I am working on a HARD U/W control deck and need help polishing it off. I don't feel comfortable posting a list because it's the brainchild of our whole testing group, but the gist is that I'm rocking 4 spell snares, 4 cryptic commands, and 4 think twices. The only creatures are a set of snapcasters. The niche that needs to be filled is a 3-ish mana vindicate effect. An example of a similar effect is abrupt decay, beast within, bant charm and the like. The only thing I can think of is a detention sphere type of card, but an instant/sorcery to go with snapcasters and the mystical tutor package would be the best.
If anyone could throw me a few ideas, I'd really appreciate it.
New to UWR Control, and just wanted to bring up Keranos, God of Storms for discussion. I'm running 1 mainboard along side 1 Ajani and it's been amazing. Once it's on the field, it's a tough to remove clock or card advantage machine, both of which we need to close games. Anyone else given it a go? What are your thoughts on Keranos?
Survive early game with condemn/wall of omens/supreme verdict. Cast Teferi EOT and if it resolves and you have knowledge pool in hand (with mana to play it), you should win with the hard lock. Very hard to disrupt, especially if you play Teferi with Cavern of souls.
Private Mod Note
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Rollback Post to RevisionRollBack
Modern Decks
KnightfallGWUR
Azorius Control UW
Burn RBG
I just agree to disagree with the whole creature more tapout approach. I stated before why I dislike this method as it leaves you very vulnerable in the early game. Yes, tapping out turns 2-3 for wall of omens and kitchen finks may be acceptable and even good against nitch decks like Burn/Zoo but I feel in general, as a rule of thumb against top decks this is a bad strategy. The core of the deck should, in my opinion at least focus on quality removal, and draw power. Filtering isn't an option in Modern so as a Control deck we need to prioritize draw power not just temporary advantage like kitchen finks/wall of omens etc. If Modern was primarily a format based on incremental advantage, we could all jam walls and finks with Restoration Angel triggers while hoping to draw our supreme verdicts and finishers in time, but Modern isn't that format. We have to consider Twin's combo potential, Affinity's speed and ability to blast through blockers with flying manlands and pro-color attackers with cranial platings and ravager support as well as creature based value decks that can win via beatdown and swelling or comboing out through a superior tutor engine (POD), as well as take into account G/B/x featuring Dark Confidants, Liliana's, hand disruption and abrupt decay (for lovers of detention sphere/oblivion ring).
That is my point, and when we consider that we have to combat all these strategies first. I am not saying I perfected it or even came close. However, I have listed cards I have tried and did not care for in general and explained why and cards I did like and why I preferred those cards. I have to tried a more tapout deck construction for a while now, and I while it was fun to recur kitchen finks/wall of omens with sun titan or get etb blink triggers with restoration angel, this style was not good enough against the best decks. I found I required more draw power, not in the form of mini advantage like the previous "package" but actual cards in hand, preferably selection but that isn't an option in Modern. I had cards in the deck that could win so all I needed was to find them, plus running low on cards in hand is suicide for Control. I have explored many options for draw power, but the best I have found at this point are:
Yes, other "draw cards" exist in the Modern cardpool, but to me these are the absolute strongest, and we want the best available. The fact that Think Twice is cheap and instant speed (thus having synergy with instants) is paramount. Think twice also doubles in it's cantrip ability over the course of a few turns, and since it is instant speed their is less pressure since you can use your mana EOT to draw. Think Twice allows you to represent your instant speed removal and counterspells at your leisure as well.
Jace Beleren sadly is sorcery speed lol however he bridges the gap between Think Twice and Sphinx's Revelation quite well and offers you the ability to draw extra cards over the course of multiple turns if not dealt with. Three mana isn't cheap, and tapping out for him on turn three is a play I rarely if ever make. That being said I will often play Jace on turn 4 or 5 being able to represent some counterspell/Think Twice/Repeal/Pte.
Sphinx's Revelation. We all know it is a powerhouse in Standard. I play a singleton because I don not want to see it before turn 5, and with all the additional draw power I have included in Think Twice/Jace Beleren as well as Repeal/Cryptic Command there is a good chance I will see Sphinx's Revelation by the time I would like to see it, in the late stage of the game to bring me right back in again. This is exactly what I want.
Win Conditions. I primarily win off Celestial Colonnade, as do many. There are many options that can come as a supplemental win condition so I will not waste your time in mentioning them all again. That being said, I will reiterate the ones I think are strongest in my experience:
1. Gideon Jura. This Planeswalker is amazing in Modern. He has immediate board impact, is relative in power to cost ratio, can act as removal, "Fog" a field of attackers for a single or multiple turns and can attack for six, as well as survive your own supreme verdicts/wraths. He is exceptional in every way.
2. Batterskull. I feel as if I shouldn't have to explain why this is the best win condition. For five mana you get a practically invincible permanent that gives you a 4/4 lifelink creature attached with vigilance thanks to the equipments absurd power level. For three mana you can save it from any non split second removal. Yes this is the best.
Lastly, I cannot recommend Repeal enough. The ability to have a card that can help keep things off your back plus replace itself is invaluable.
It really depends on the kind of decks you have been facing. You can't just say with certainty that either draw-go or tapout is strictly better.
If you've been facing more midrange decks like pod and rock, then tapout is better.
If you have been playing against a lot of combo, then draw-go is better.
Tapout has a much weaker game vs combo than draw-go has against midrange/aggro decks.
Both decks have an equally good game against control. I would say that the threat-density of tapout wins out against control.
I choose to play the tapout version as I think the midrange decks are the ones that will do better in tournaments because of their consistency, so I prefer to have a good game one against those.
As you can see, there really isn't a "better" version. I think the only real core of the deck at this point is Cryptic Command (min. 3), Spell Snare (min. 3), Wrath-effects (min. 2), and Path to Exile (play 4).
Just play what you like for the rest of the deck, have a proper sideboard plan for the matchups you are weak against, and you will be good (for example negates for tapout and more wraths for draw-go). Remember that more than half the games you play in an event are post-board.
I went 2-0-1 at a small modern event tonight with the list I posted above.
Round 1: Win vs. BW Tokens.
This is a pretty good matchup if they don't draw like 3-4 discard spells in a row. Your sweepers do a lot of work, as do sideboarding counterspells. My opponent didn't draw a ton of discard, so his threats were easy to handle.
Round 2: Draw vs. UW midrange (Geist)
We each won a game, and my opponent gave me the win when we went to time on the third game as he was a nice guy. I can't say for sure who would have won out. This matchup is really boring to play. Geist is difficult to handle, but we have a lot of blockers and lifegain. Whoever draws the most angels win this matchup.
Round 3: Win vs. GW hatebears.
This is quite a lopsided matchup if they don't draw a ton of land hate or play thalia after thalia. Their search-hate does almost nothing against you. I won game one easily. Game two I sideboarded wrongly. I did not bring in stony silences and disenchant as I did not see any vials from my opponent and wrongly put him on the hierarch/bird version. As it turns out, he plays vials and had a really good start, but my sweepers and annoying blockers managed to stall him enough for me to drop 2 sun titans and closed the game. So despite poor sideboarding I still won the game relatively easy, which is testament to how powerful this archetype is against fair decks.
Of course there could be a hybrid. I still play Restoration Angels lol. I know what you mean though, pure draw go is not viable, and I agree with that. However I am not sure as to how to construct the deck in such a way I have at least decent percentage across the board. The problem is what to cut, and keep and how to mix counterspells with sorcery speed cards and play them effectively. Its the blend of board control (having the right answer at the right time) with stack control when necessary as our form of disruption. Tackling all these together in one cohesive deck is the challenge.
There are zero modern decks with a decent percentage across the board. Even Jund has good (Twin) and bad (Tron) matchups. You can try to fight the whole metagame, but your deck would have a really terrible game one all day. Just stick to the strategy you like best and be prepared for bad matchups in your sideboard.
So I'm building this deck. And my meta is very small. Which allows me to build control. My meta is pretty much Affinity, 8 Racks, UW Merfolk, Zoo, BW Tokens, and UWR. What are the best cards against these decks that I can put in my sideboard?
4 Snapcaster Mage
2 White Sun's Zenith
1 Elixir of Immortality
This is just from the top of my head, and the deck really needs Planar Cleansing or something similar to work, but it just costs so much mana... Thoughts?
So I'm building this deck. And my meta is very small. Which allows me to build control. My meta is pretty much Affinity, 8 Racks, UW Merfolk, Zoo, BW Tokens, and UWR. What are the best cards against these decks that I can put in my sideboard?
Celestial Purge, Baneslayer Angel.
Frankly, those matchups are already no problem at all with a tapout list.
So I'm building this deck. And my meta is very small. Which allows me to build control. My meta is pretty much Affinity, 8 Racks, UW Merfolk, Zoo, BW Tokens, and UWR. What are the best cards against these decks that I can put in my sideboard?
Celestial Purge, Baneslayer Angel.
Frankly, those matchups are already no problem at all with a tapout list.
Really I'm just worried about the UWR, Affinty, and 8 rack decks. This is my approx list. (Still finding cards and piecing together.)
I'm thinking a few Stony Silence[/deck] (Affinity), Engineered Explosives (Tokens/8rack), Supreme Verdict. But I can't think of UWR sideboard cards to make it an easier match up.
Affinity and UWR are really easy to beat with a list like that. 8rack is more difficult, so have a bit of sideboard hate like celestial purge for them. Spell snare is key in that matchup and never let them resolve waste not.
What about Baneslayer Angel or Godhead of Awe?
Storm Crow is strictly worse than Seacoast Drake.
4 Wall of Omens
4 Kitchen Finks
1 Vendilion Clique
4 Restoration Angel
4 Baneslayer Angel
Spells:17
4 Path to Exile
4 Spell Snare
3 Spreading Seas
4 Cryptic Command
2 Supreme Verdict
1 Cavern of Souls
4 Celestial Colonnade
5 Island
3 Mystic Gate
5 Plains
4 Tectonic Edge
4 Temple of Enlightenment
1 Dispel
2 Relic of Progenitus
2 Celestial Purge
1 Disenchant
3 Negate
2 Stony Silence
3 Aven Mindcensor
1 Wrath of God
Modern: Jund Legacy: RUG Delver EDH: Captain Sisay
1. Repeal/Into the Roil-These cards are SICK good. It feels good to undo something EOT and cantrip, and it provides utility and a draw replacement effect.
2. Jace Beleren- I won't tapout for him, but he does provide quality draw for more than a turn. If the adversary doesn't want to attack Jace or use a burn spell on him, fine by me, I like drawing cards. Three mana is a bit steep but Jace Beleren helps you get to the late stage of the game.
3. Gideon Jura- Gidoen allows you to control the board and tapping out for Gideon isn't a total lose since he can force Twin to buy me a turn and draw a Supreme Verdict or he can always beat for 6 a turn after a board wipe. Plus, his assassinate ability is very useful, as I have killed plenty of Tarmo's and other random dudes with it.
4. Sphinx's Revelation- I play one copy and it is amazing. Naysayers be damned, instant speed late game super draw and life gain because why not is spectacular. Now I know its not like Standard and a 3-4 of, but this card is powerful as a late game win condition.
5. Batterskull- Yes this card is awesome because it gains back precious lost life, has vigilance and is a 4/4 and can't be easily dealt with making it tough.
6. Think Twice- This card gets hammered all the time for no reason. It is good as it is provides instant speed draw and replaces itself. I prefer it over serum visions or sleight of hand because the instant speed really matters.
Cards I didn't care for:
1. No Mana Leak. I think as a Control deck we need this. Yes drawing late game mana leaks suck, but mana leak provides an important control aspect to this deck helping it get to the late game stage by providing disruption.
2. Kitchen Finks/Wall of Omens- I respect these cards but they don't do enough for me to justify their inclusion. One, they have been very slow, which is fine since the deck is slow but slow AND sorcery speed is atrocious. In addition they rarely block major threats in Modern. Restoration Angel is the best blocker and she has Flash.
3. Sun Titan- Yes, I know he has immediate board impact but 6 mana at sorcery speed kills me AND susceptible to easy cheesy removal. The recursion ispowerful, I won't deny that and that is card advantage but for an engine he is fragile. By this stage in the game I want to activate Colonnades, drop Gideons, or represent instant speed spells not tap six for Sun Titan.
4. Detention Sphere- In theory it is good utility but then I recall how popular G/B/x is and how prevalent abrupt decay is then remember how bad this card is.
These are my thought, discuss!
that triggers multiple times- I am thinking of the opponent's lands in particular here.
To explain better, when I was winning games with S. Titans, it was because my opponents were scooping as a consequence of having rapidly dwindling lands and no basics left to search, or getting crushed by my increasing board presence. Sun Titan is no means the way to go for uw control, but if you are going to make a post that describes why you do not like the card, you should at least get its function right, which is a way to 'go over the top'.
Personally, I think that cliques, snaps and restos are very adequate wincons for uw and one of the better expensive bombs to be playing is wurmcoil. I could explain wurmcoil's awesome, but it seems pretty intuitive, do won't unless asked.
The purpose of Sun Titan is to be a hard to deal with finisher (doesn't die to dismember/bolt) who can provide additional controlling elements (or card draw through wall) even if killed. If you are attacking with Sun Titan often enough to use Ghost Quarter as a Strip Mine you've likely won a long time before.
If you want a tough to beat finisher use Batterskull, as it is hard to get rid of making it superb. The fact it can be equipped to a body is even better.
No mana leak sucks. The additional stack control helps stopping bombs which is important, like GBX/Twin/Pod.
If anyone could throw me a few ideas, I'd really appreciate it.
This is the UW control thread. You probably want to post this in the UWR control thread which is in the proven section.
3x Teferi, Mage of Zhalfir
4x Wall of omens
4x condemn
4x Rune snag
4x Mana Tithe
4x Supreme Verdict
2x Cyclonic rift
3x Thirst for knowledge
2x Sphynx's Revelation
4x Celestial Colonnade
4x Hallowed Fountain
2x Glacial Fortress
2x Mystic Gate
4x Tectonic Edge
2x Cavern of Souls
4x Island
4x Plains
Survive early game with condemn/wall of omens/supreme verdict. Cast Teferi EOT and if it resolves and you have knowledge pool in hand (with mana to play it), you should win with the hard lock. Very hard to disrupt, especially if you play Teferi with Cavern of souls.
KnightfallGWUR
Azorius Control UW
Burn RBG
That is my point, and when we consider that we have to combat all these strategies first. I am not saying I perfected it or even came close. However, I have listed cards I have tried and did not care for in general and explained why and cards I did like and why I preferred those cards. I have to tried a more tapout deck construction for a while now, and I while it was fun to recur kitchen finks/wall of omens with sun titan or get etb blink triggers with restoration angel, this style was not good enough against the best decks. I found I required more draw power, not in the form of mini advantage like the previous "package" but actual cards in hand, preferably selection but that isn't an option in Modern. I had cards in the deck that could win so all I needed was to find them, plus running low on cards in hand is suicide for Control. I have explored many options for draw power, but the best I have found at this point are:
1. Think Twice
2. Jace Beleren
3. Sphinx's Revelation
Yes, other "draw cards" exist in the Modern cardpool, but to me these are the absolute strongest, and we want the best available. The fact that Think Twice is cheap and instant speed (thus having synergy with instants) is paramount. Think twice also doubles in it's cantrip ability over the course of a few turns, and since it is instant speed their is less pressure since you can use your mana EOT to draw. Think Twice allows you to represent your instant speed removal and counterspells at your leisure as well.
Jace Beleren sadly is sorcery speed lol however he bridges the gap between Think Twice and Sphinx's Revelation quite well and offers you the ability to draw extra cards over the course of multiple turns if not dealt with. Three mana isn't cheap, and tapping out for him on turn three is a play I rarely if ever make. That being said I will often play Jace on turn 4 or 5 being able to represent some counterspell/Think Twice/Repeal/Pte.
Sphinx's Revelation. We all know it is a powerhouse in Standard. I play a singleton because I don not want to see it before turn 5, and with all the additional draw power I have included in Think Twice/Jace Beleren as well as Repeal/Cryptic Command there is a good chance I will see Sphinx's Revelation by the time I would like to see it, in the late stage of the game to bring me right back in again. This is exactly what I want.
Win Conditions. I primarily win off Celestial Colonnade, as do many. There are many options that can come as a supplemental win condition so I will not waste your time in mentioning them all again. That being said, I will reiterate the ones I think are strongest in my experience:
1. Gideon Jura. This Planeswalker is amazing in Modern. He has immediate board impact, is relative in power to cost ratio, can act as removal, "Fog" a field of attackers for a single or multiple turns and can attack for six, as well as survive your own supreme verdicts/wraths. He is exceptional in every way.
2. Batterskull. I feel as if I shouldn't have to explain why this is the best win condition. For five mana you get a practically invincible permanent that gives you a 4/4 lifelink creature attached with vigilance thanks to the equipments absurd power level. For three mana you can save it from any non split second removal. Yes this is the best.
Lastly, I cannot recommend Repeal enough. The ability to have a card that can help keep things off your back plus replace itself is invaluable.
If you've been facing more midrange decks like pod and rock, then tapout is better.
If you have been playing against a lot of combo, then draw-go is better.
Tapout has a much weaker game vs combo than draw-go has against midrange/aggro decks.
Both decks have an equally good game against control. I would say that the threat-density of tapout wins out against control.
I choose to play the tapout version as I think the midrange decks are the ones that will do better in tournaments because of their consistency, so I prefer to have a good game one against those.
As you can see, there really isn't a "better" version. I think the only real core of the deck at this point is Cryptic Command (min. 3), Spell Snare (min. 3), Wrath-effects (min. 2), and Path to Exile (play 4).
Just play what you like for the rest of the deck, have a proper sideboard plan for the matchups you are weak against, and you will be good (for example negates for tapout and more wraths for draw-go). Remember that more than half the games you play in an event are post-board.
An updated list from me:
4 Wall of Omens
4 Kitchen Finks
1 Vendilion Clique
3 Restoration Angel
2 Sun Titan
Spells:20
4 Path to Exile
4 Spell Snare
2 Remand
3 Spreading Seas
4 Cryptic Command
2 Supreme Verdict
1 Wrath of God
4 Celestial Colonnade
5 Island
4 Mystic Gate
5 Plains
4 Tectonic Edge
4 Temple of Enlightenment
1 Dispel
2 Relic of Progenitus
2 Celestial Purge
1 Disenchant
2 Negate
2 Stony Silence
3 Aven Mindcensor
2 Baneslayer Angel
Modern: Jund Legacy: RUG Delver EDH: Captain Sisay
Round 1: Win vs. BW Tokens.
This is a pretty good matchup if they don't draw like 3-4 discard spells in a row. Your sweepers do a lot of work, as do sideboarding counterspells. My opponent didn't draw a ton of discard, so his threats were easy to handle.
Round 2: Draw vs. UW midrange (Geist)
We each won a game, and my opponent gave me the win when we went to time on the third game as he was a nice guy. I can't say for sure who would have won out. This matchup is really boring to play. Geist is difficult to handle, but we have a lot of blockers and lifegain. Whoever draws the most angels win this matchup.
Round 3: Win vs. GW hatebears.
This is quite a lopsided matchup if they don't draw a ton of land hate or play thalia after thalia. Their search-hate does almost nothing against you. I won game one easily. Game two I sideboarded wrongly. I did not bring in stony silences and disenchant as I did not see any vials from my opponent and wrongly put him on the hierarch/bird version. As it turns out, he plays vials and had a really good start, but my sweepers and annoying blockers managed to stall him enough for me to drop 2 sun titans and closed the game. So despite poor sideboarding I still won the game relatively easy, which is testament to how powerful this archetype is against fair decks.
Modern: Jund Legacy: RUG Delver EDH: Captain Sisay
Modern: Jund Legacy: RUG Delver EDH: Captain Sisay
Thank you so much mchief111 for the amazing art!
BUG is the Jund of EDH!
Modern: Jund, Grixis Delver, Bant Eldrazi, TitanShift
Commander: Brago, Yidris, Mizzix, Marath, Atheros, Daretti
4 Island
4 Plains
4 Temple of Enlightenment
4 Hallowed Fountain
4 Celestial Colonnade
2 Ghost Quarter
4 Scalding Tarn
4 Quicken
4 Path To Exile
4 Mana Leak
2 Sphinx's Revelation
3 Supreme Verdict
3 Think Twice
2 Planar Cleansing
3 Spell Snare
4 Cryptic Command
4 Snapcaster Mage
2 White Sun's Zenith
1 Elixir of Immortality
This is just from the top of my head, and the deck really needs Planar Cleansing or something similar to work, but it just costs so much mana... Thoughts?
Celestial Purge, Baneslayer Angel.
Frankly, those matchups are already no problem at all with a tapout list.
Modern: Jund Legacy: RUG Delver EDH: Captain Sisay
4x Celestial Colonnade
4x Flooded Strand
3x Hallowed Fountain
4x Island
4x Plains
4x Tectonic Edge
3x Temple of Enlightenment
3x Supreme Verdict
Instant (15)
3x Cryptic Command
4x Path to Exile
2x Remand
4x Spell Snare
2x Sphinx's Revelation
2x Baneslayer Angel
4x Kitchen Finks
3x Restoration Angel
4x Wall of Omens
Enchantment (3)
3x Spreading Seas
Modern : Huh?
EDH : UBGW Thrasios / Tymna Combo UBGW // GRW Mayael Big Stuff GRW // GU Edric Timewalkers GU
Really I'm just worried about the UWR, Affinty, and 8 rack decks. This is my approx list. (Still finding cards and piecing together.)
1 Snapcaster Mage
1 Vendilion Clique
4 Kitchen Finks
2 Restoration Angel
1 Sun Titan / Batterskull / Baneslayer Angel / Wurmcoil Engine
3 Spell Snare
3 Mana Leak
4 Cryptic Command
4 Path to Exile
2 Supreme Verdict
1 Wrath of God
2 Shadow of Doubt
1 Sphinx's Revelation
2 Spreading Seas
4 Celestial Colonnade
3 Tectonic Edge
2 Calciform Pools
4 Seachrome Coast
2 Hallowed Fountain
3 Flooded Strand
5 Island
3 Plains
I'm thinking a few Stony Silence[/deck] (Affinity), Engineered Explosives (Tokens/8rack), Supreme Verdict. But I can't think of UWR sideboard cards to make it an easier match up.
Thank you so much mchief111 for the amazing art!
BUG is the Jund of EDH!
Modern: Jund, Grixis Delver, Bant Eldrazi, TitanShift
Commander: Brago, Yidris, Mizzix, Marath, Atheros, Daretti
Modern: Jund Legacy: RUG Delver EDH: Captain Sisay