That is pretty spicy. I can totally see what they were going for as well, with a trimmed down spell suite, bolts and higher snapcaster count.
What's the plan here if he is facing a bunch of tokens on the ground without Cryptic? Hmm... Bolt bolt, days undoing, hope to draw bolt, snappy bolt? Seems weird.
I guess trespass can exile stuff so it doesn't get reshuffled.
Would be interesting to see how it plays. I get the distinct feeling a part the waterveil or two here would be decent.
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Modern: G Tron, Vannifar, Jund, Druid/Vizier combo, Humans, Eldrazi Stompy (Serum Powder), Amulet, Grishoalbrand, Breach Titan, Turns, Eternal Command, As Foretold Living End, Elves, Cheerios, RUG Scapeshift
Is Snapcaster the only wincon? I don't get this deck...
yeah, Snapcaster beats and some Lightning Bolts. Feels like a singleton Inkmoth Nexus over an Island and couple Part the Waterveil would be much better than some of those Lightning Bolts
Yeah see i don't think i can actually afford to cut any of those As I'm ready down to 3 copies of giga and remand, and exhaustion needs to be a four of.
I'll do some thinking
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Modern: G Tron, Vannifar, Jund, Druid/Vizier combo, Humans, Eldrazi Stompy (Serum Powder), Amulet, Grishoalbrand, Breach Titan, Turns, Eternal Command, As Foretold Living End, Elves, Cheerios, RUG Scapeshift
Very cool getting shifted over to 'established'! Although, they changed it all from tiers. ¯\_(ツ)_/¯
@purk maybe drop 1 AV? 3 should still be ok
I was running three then went up to four. I can see running three and slotting search in there. I'll test it. My thought process on AV was wanting to have it in the opener as much as possible, because that's when it's busted.
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Modern: G Tron, Vannifar, Jund, Druid/Vizier combo, Humans, Eldrazi Stompy (Serum Powder), Amulet, Grishoalbrand, Breach Titan, Turns, Eternal Command, As Foretold Living End, Elves, Cheerios, RUG Scapeshift
I was running three then went up to four. I can see running three and slotting search in there. I'll test it. My thought process on AV was wanting to have it in the opener as much as possible, because that's when it's busted.
Although I like the list, my gut is telling me that 4 Dictate + 4 AV + Search might be too much engine and not enough interaction. So my suggestion would also be to cut a copy of AV.
Are you happy with the sideboard? Is Counterflux worth it?
As a one of, counterflux has been great. Untap on turn three and feel safe vs storm and ad naus through whatever shenanigans they might have. Same with UR breach. The opportunity cost is low and payoff pretty high for the card. Three mana is a lot though so I kept it at one copy. Overall the one mana interaction is more important, this is more of a matchup breaker type card.
I can definitely see dropping the 4th AV for the search. I mean it's one or the other lol. I'll get back to you guys with testing results
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Modern: G Tron, Vannifar, Jund, Druid/Vizier combo, Humans, Eldrazi Stompy (Serum Powder), Amulet, Grishoalbrand, Breach Titan, Turns, Eternal Command, As Foretold Living End, Elves, Cheerios, RUG Scapeshift
Hi guys, I am new here. Been a fan of this archetype for a while. Just bought into this deck, as I think it is one of the best places to use JTMS.
As a starting point, I am on this list:
It seems to me, without much testing (mostly watching streams), that the worst matchup is 5-Color Humans (with Thalia, Freebooter, Sin Collector and Meddling Mage). Maybe Burn, Affinity, Storm or BR Hollow One are worse. Most midrange and control matchups look close or favorable on paper. Am I right in this assessment? I'm sure I'm not thinking of everything. How are you guys sideboarding for these bad matchups, humans in particular?
So 3x Snapcaster Mage and 2x Jace are the only wincon? That might be risky.
Totally. But this is basically what Marcus Ewaldh had when he 7-1ed the modern challenge (I'm down 1 Jace). From what I've seen and played, finding a wincon is usually the easy part and getting to turn 5 in 1 piece is the hard part.
Definitely makes sense to me to keep an extra wincon or two in the sideboard. Right now I have Thing in the Ice for that purpose.
From my testing, Flood of recollection is a decent budget replacement for snaps that I'm still saving for.
I'm interested to see how Turns becomes in Dominaria. There are a few strong cards in it. Blue turns with a light splash for a secondary colour to help with whatever that blue is lacking for your local meta is better than mono blue turns.
Teferi, Hero of Dominaria
3WU
Legendary Planeswalker - Teferi
4
+1: Draw a card. At the beginning of the next end step, untap two lands.
-3: Put target nonland permanent into its owner’s library third from the top.
-8: You get an emblem with “Whenever you draw a card, exile target permanent an opponent controls.”
I'd like to bring your attention to this from the spoilers of Dominaria.
"Karn's Temporal Sundering
4UU
Legendary Sorcery
(You may cast a legendary sorcery only if you control a legendary creature or planeswalker.)
Target player takes an extra turn after this one. Return up to one target nonland permanent to its owner's hand. Exile Karn's Temporal Sundering."
Of course, the red text killed the card for us I think. That's a shame.
Tempest Djinn
UUU
Creature — Djinn
0/4
Flying
Tempest Djinn gets +1/+0 for each basic Island you control.
Tempest Djinn strikes me as an incredible threat out of the sideboard for Mono-U, and probably the strongest pull (besides budget, of course) towards Mono-U instead of a splash. It dodges Bolt, requires revolt for Push, only costs 3, blocks well, and attacks for 4+ with flying (assuming you're hitting your land drops and your land drops are basic Islands). My gut instinct is that this could also be a mainboard threat for a different kind of Mono-U build that aims to end the game quickly with a few turns of swinging with the Djinn. What do you think?
Tempest Djinn strikes me as an incredible threat out of the sideboard for Mono-U, and probably the strongest pull (besides budget, of course) towards Mono-U instead of a splash. It dodges Bolt, requires revolt for Push, only costs 3, blocks well, and attacks for 4+ with flying (assuming you're hitting your land drops and your land drops are basic Islands). My gut instinct is that this could also be a mainboard threat for a different kind of Mono-U build that aims to end the game quickly with a few turns of swinging with the Djinn. What do you think?
Tempest Djinn is better than Titi most of the time. It will come out of the board to tax the opponent removals as they will keep in some removals for PtW awaken lands threats. Having a non 0 power helps against creature based aggro.
Careful. The 'bounce your board' facet of titi is the real reason to run it. Means decks like bogles, affinity, elves, merfolk, death & taxes and more are much easier to beat. I won't be swapping out my upheaval on a stick for 'just' a beater any time soon.
By all means take a look, but don't for a moment consider it a good replacement.
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Modern: G Tron, Vannifar, Jund, Druid/Vizier combo, Humans, Eldrazi Stompy (Serum Powder), Amulet, Grishoalbrand, Breach Titan, Turns, Eternal Command, As Foretold Living End, Elves, Cheerios, RUG Scapeshift
Careful. The 'bounce your board' facet of titi is the real reason to run it. Means decks like bogles, affinity, elves, merfolk, death & taxes and more are much easier to beat. I won't be swapping out my upheaval on a stick for 'just' a beater any time soon.
By all means take a look, but don't for a moment consider it a good replacement.
This. We have no problem finding our wincon once we start going off. The problem is to survive the early game before we go off. Able to cast a creature on turn 2 instead of turn 3 could have a huge effect on the game outcome.
UR Turns by lejay
4 Snapcaster Mage
Sorcery (18)
3 Ancestral Vision
2 Day's Undoing
4 Exhaustion
4 Serum Visions
1 Temporal Trespass
4 Time Warp
Instant (13)
2 Gigadrowse
3 Lightning Bolt
4 Opt
4 Remand
3 Dictate of Kruphix
1 Search for Azcanta
Land (21)
10 Island
1 Mikokoro, Center of the Sea
1 Minamo, School at Water's Edge
4 Scalding Tarn
1 Steam Vents
4 Sulfur Falls
1 Lightning Bolt
2 Boomerang
1 Disrupting Shoal
3 Hurkyl's Recall
1 Logic Knot
1 Mountain
2 Spell Pierce
4 Thing in the Ice
What's the plan here if he is facing a bunch of tokens on the ground without Cryptic? Hmm... Bolt bolt, days undoing, hope to draw bolt, snappy bolt? Seems weird.
I guess trespass can exile stuff so it doesn't get reshuffled.
Would be interesting to see how it plays. I get the distinct feeling a part the waterveil or two here would be decent.
yeah, Snapcaster beats and some Lightning Bolts. Feels like a singleton Inkmoth Nexus over an Island and couple Part the Waterveil would be much better than some of those Lightning Bolts
Also welcome to "established"
http://docker2.deckedbuilder.com:3001/d/363450
The above link should take you to my current list. Hopefully it works!
Of note; I'm scratching my head what to cut for that 1x search. I feel like we should be running one copy for sure, in basically every list.
I cut 1 exhaustion for search. Other options will be gigadrowse/remand.
I'll do some thinking
@purk maybe drop 1 AV? 3 should still be ok
I was running three then went up to four. I can see running three and slotting search in there. I'll test it. My thought process on AV was wanting to have it in the opener as much as possible, because that's when it's busted.
As a one of, counterflux has been great. Untap on turn three and feel safe vs storm and ad naus through whatever shenanigans they might have. Same with UR breach. The opportunity cost is low and payoff pretty high for the card. Three mana is a lot though so I kept it at one copy. Overall the one mana interaction is more important, this is more of a matchup breaker type card.
I can definitely see dropping the 4th AV for the search. I mean it's one or the other lol. I'll get back to you guys with testing results
As a starting point, I am on this list:
2x Field of Ruin
1x Flooded Strand
1x Scalding Tarn
1x Misty Rainforest
1x Polluted Delta
1x Gemstone Caverns
10x Island
1x Mikokoro, Center of the Sea
4x Tolaria West
4x As Foretold
Creature (3)
3x Snapcaster Mage
Sorcery (20)
4x Ancestral Vision
1x Day's Undoing
3x Exhaustion
4x Serum Visions
4x Temporal Mastery
4x Time Warp
3x Cryptic Command
4x Opt
2x Remand
Planeswalker (2)
2x Jace, the Mind Sculptor
https://www.mtggoldfish.com/deck/735067#paper
Definitely makes sense to me to keep an extra wincon or two in the sideboard. Right now I have Thing in the Ice for that purpose.
I'm interested to see how Turns becomes in Dominaria. There are a few strong cards in it. Blue turns with a light splash for a secondary colour to help with whatever that blue is lacking for your local meta is better than mono blue turns.
3WU
Legendary Planeswalker - Teferi
4
+1: Draw a card. At the beginning of the next end step, untap two lands.
-3: Put target nonland permanent into its owner’s library third from the top.
-8: You get an emblem with “Whenever you draw a card, exile target permanent an opponent controls.”
Teferi all 3 abilities are on point for Turns
I'd like to bring your attention to this from the spoilers of Dominaria.
"Karn's Temporal Sundering
4UU
Legendary Sorcery
(You may cast a legendary sorcery only if you control a legendary creature or planeswalker.)
Target player takes an extra turn after this one. Return up to one target nonland permanent to its owner's hand. Exile Karn's Temporal Sundering."
Of course, the red text killed the card for us I think. That's a shame.
RBUGrixis ControlUBR
GUSimic MerfolkUG
WUUW ControlUW
RBUGrixis ControlUBR
BUUB MillUB
Colorless Eldrazi Tron
WRBurnRW
GUSimic MerfolkUG
UMono U TurnsU
WGGenesis Wave EnchantressGW
UUU
Creature — Djinn
0/4
Flying
Tempest Djinn gets +1/+0 for each basic Island you control.
Tempest Djinn strikes me as an incredible threat out of the sideboard for Mono-U, and probably the strongest pull (besides budget, of course) towards Mono-U instead of a splash. It dodges Bolt, requires revolt for Push, only costs 3, blocks well, and attacks for 4+ with flying (assuming you're hitting your land drops and your land drops are basic Islands). My gut instinct is that this could also be a mainboard threat for a different kind of Mono-U build that aims to end the game quickly with a few turns of swinging with the Djinn. What do you think?
Tempest Djinn is better than Titi most of the time. It will come out of the board to tax the opponent removals as they will keep in some removals for PtW awaken lands threats. Having a non 0 power helps against creature based aggro.
This will replace Titi for me in my SB.
By all means take a look, but don't for a moment consider it a good replacement.
This. We have no problem finding our wincon once we start going off. The problem is to survive the early game before we go off. Able to cast a creature on turn 2 instead of turn 3 could have a huge effect on the game outcome.
You're gonna lose a lot of games bruh