Hello everybody. I've been playing Magic for some time now, mostly Modern. My pet deck used to be U/W Tron, but the meta for Tron players other than Eldrazi is a little bit discouraging. I decided to try Blue Moon with Madcap Experiment for my local PPTQ Bilbao 2018 this sunday. Here is the deck list I used:
Game 1: I start on the draw. I keep a hand with Lightning Bolt, Serum Visions, Blood Moon and Spell Snare. I remember I found a Snapcaster Mage to flashback Spell Snare, and Madcap on the way. Killed/countered his threats, until I cast Blood Moon to stop his lands and next turn a lock with Madcap/Emperion.
Game 2: I board in artifact/colorless hate and Anger of the Gods. I keep a hand with Shatterstorm, Anger, Madcap, Serum Visions but only one island. He goes turn one Thoughtsieze to take away my Serum Visions. Fortunately I draw 2 consecutive lands to cast Anger of the Gods. He gets his champion to get all Ravager counters and I take some damage from the champion until I drew another land to cast Shatterstorm. I stall the game to have the moment I can lock the game with Emperion and being able to protect it. (2-0)
Considering I was on the draw both games, I was extremely lucky to draw those lands to be able to stall on Game 2. I take those wins also.
(1-0)
Round 2: Grixis Death Shadow
Game 1: Not much to say about this game. With a turn one Thoughtsieze he knows he gotta fetch a Swamp to avoid my Moon. I get to Madcap, he has Kholagan's Command in main. I was dead pretty fast though.
Game 2: I get in some more removal. I Roast one DS, then went Harvest Pyre on another one but I don't see he has fetch land so I fail miserably to kill the second one. Huge mistake that probably cost me the game, probably not. (2-2).
This match didn't even feel close though. I probably made a mistake by sub estimating the power of this deck. I think I didn't have appropriate answers in sideboad (even though U/R don't have too many against it) for this kind of match ups.
(1-1)
Round 3: Lantern Control
Game 1: I kept a hand with Moon/Madcap. I thought I was in good shape until I saw what I was facing. Later I didn't draw any action so I got controlled-milled. I scooped to have time to try to win the other two games.
Game 2: Out Madcap/Emperion, in artifact hate. I play turn one Ancestral Visions. By turn 4 he has Lantern and Codex up, he milled my Shatterstorm and tried to Surgical, but I Dispel. With Visions I drew a Snapcaster Mage and with flashback-Shatterstorm I get to clean most of his board. Chandra/Snapcaster did the rest.
Game 3: He had a slow start, with two consecutive Ancient Stirrings. He found a Bridge first and then a Pithing Needle. Chandra was the target of the Needle. Keranos was MVP on that game, allowing me to draw some useful spells and hitting him ocasionally. I saw he found a second Snaring Bridge, I get it down thanks to Clique, and I get to attack once by bouncing his Snaring Bridge to finish the game. (4-3).
Artifact hate is always good to have. It's an annoying match up but I think the deck has enough angles to be able to resolve it.
(2-1)
Round 4: Merfolks
Game 1: Half of the best cards we have are useless against this deck. Had a Moon that wasn't going to get me anywhere. He had two Vials so counters weren't helpful either. I get an Emperion down but I made the horrible mistake of attacking with it (yes, I forgot he had the tapped-bouncer Merfolk).
Game 2: Anger of the Gods. What an amazing card. Cleaned most of his board except for Master of the Waves, but without his Elementals he is not a problem for us. Got a kill with Stormbreath Dragon fairly quick after that.
Game 3: Didn't do much. Bolted some of this threats but drew both Emperions (what are the odds). Dead by turn 5. (5-5).
The match is winnable thanks to Emperion now. Most aggro decks doesn't have a way to deal with it on game 1. Gotta be careful with it, that's all.
(2-2)
Round 5: Eldrazi Tron
Game 1: I know what I'm up to so I mulligan aggressively to find a Moon. Of course I thought Moon would be better in this match but he just needed to get a second map, tutor a Wastes and he is good to go. I had to play Snapcaster-Serum Visions, I drew a card and I saw on top the Madcap Experiment the turn before I was dead. What a painful way to die.
Game 2: Time to find out if Hour of Devastation is that good. Mulligan to find Madcap Experiment. Got it. Drew a lot of action but no lands. I get a Moon to stop him a little bit but he Ghost Quarter himself to find a Wastes. Get Emperion but on the turn I played it he gets a Basillisk Collar down (I was tapped so couldn't answer). Ouch. The turn I was about to die I drew the land I needed to play Hour of Devastation. Felt sooo good to clean the board. He hitted me with Ballista so I was down to one life. By Force his Collar and played my second Emperion. I thought I was rescuing that game, I just had to handle the collars. He played his first collar, I get to counter it. Plays a chalice of two, and I need to counter that because of Negate and Snapcaster Mage. Then he plays his third Collar of the game (yes, he found the third one) and that was game for him. So close of getting that game around. (5-7).
This matchup and some other could use Spreading Seas to shut the game down when they get to find their only basic land to be able to play with Blood Moon around. Hour of Devastation is a good card, but I don't think it's the solution against big-damage aggro decks. It's maybe the best card we got for it at least.
Record of 2-3 so no Top 8 for me. Blood Moon and Madcap on curve are a really fun strategy to play with. The deck just needs some better removal as Lightning Bolts are really bad against Eldrazis and Death Shadows. Unfortunately U/R aren't colors that are going to offer us many solutions for those creatures. But I think I can start tweaking and petting this deck a little bit more, so I'll see you around here
I just picked the deck up (I'm on an old deck kick, finally getting around to play decks I couldn't when they were popular. I'm a few years late and I've done decently these last two weeks. Currently I'm about to try out Engima Drake, which seems like a bad (but fun) idea.
Red should be burn, Goblins, Dragons, draw/discard, and Standard-unplayable 5CMC cards with insane, lengthy effects that take 10 minutes to figure out what they do and another 20 to actually make their effects work on the field.
Red should be burn, Goblins, Dragons, draw/discard, and Standard-unplayable 5CMC cards with insane, lengthy effects that take 10 minutes to figure out what they do and another 20 to actually make their effects work on the field.
Not sure if this fits here, but I'm playing Grixis Moon lately. Sort of a mashup of Blue Moon, Grixis Control, and "Rat Moon" or whatever they're calling it nowadays.
Been playing it for 3-4 months now, have a little bit of tweaking to go still but I like where it's at. Haven't tried playing with Opt yet, but I'm going to be testing a 2/2 split with Serum Visions and see where it goes. Serum Visions is still the better on turn 1, but mid to late game I'd much rather have a higher impact draw right now than next turn, as you need to keep the pressure up before they can get out from under Blood Moon.
How are we making room for opt. I play 4 ancestral vision so I cut serum all the way and am running 3 opts. I went 4-0 last night but so many times the game drug on. Is 1 bonfire of the damned to cute or not
Hey guys/gals. I'm quite new to the Blue Moon shell, but I've put in a decent bit of time playing Jeskai so I feel like I know my way around a Snapcaster Mage decently well. Just wanted to share a write-up from Modern at my LGS tonight that I also posted on the ModernMagic subreddit. Let me know if you have any critiques or advice you'd like to share. I personally feel like Snapcaster - Bolt decks are in a pretty good spot right now in Modern, so I'm eager to try different shells/packages.
Game 1 - I keep a slow opener and get beaten down by a solid affinity draw. I only show an Island and a Sulfur Falls before I scoop, so she's not sure what I'm on.
Game 2 - I trade Bolts and Izzet Charm for her creatures and keep my life total fairly high early. She lands a Rest in Peace at one point. I Breach in and Emrakul while she has 7 permanents. She sac's everything except an Ornithopter and chump blocks, leaving an empty board. I end up beating down with Snapcaster over several turns and activate Loothouse multiple times until I'm able to Breach in another Emrakul for the win.
Game 3 - I cast all 4 Serum Visions in the first few turns this game. She went for the win with a Cranial Plating equip on Inkmoth, but I have the Bolt for it. She floats a mana from the Inkmoth and equips to Vault Skirge to gain a bunch of life. I Breach in an Emrakul, but she has another Ornithopter to chump. The game lasts quite a while longer, but basically boils down to me Loothousing each turn until I Breach Emrakul two more times.
1-0 (2-1 in games)
Match 2 - Sherman on GW Bogles
Game 1 - Keep a reasonable opener on the play with Snapcaster, Electrolyze, Blood Moon, Spell Snare, and 2 lands. I open with a basic Island, he opens with a Gladecover Scout. I pass with 2 mana up, and he jams a Spiritdancer. After thinking for a bit, I let it resolve. He then attacks with the Scout, and I flash in Snapcaster to block. I untap, draw into my third land, and Electrolyze the Spiritdancer. He passes without playing a threat, and I stick a Blood Moon; he doesn't cast another spell. I win game 1 Snapcasters and Bolts without having to show the combo.
Game 2 - Opponent starts on a Bogle, then follows up with just a second Bogle on turn 2. On his turn 3, he plays a Spider Umbra on one Bogle which resolves, then plays a Rancor which I Negate. On the next turn I flash in a Snapcaster to block his naked Bogle. Can't remember turn 4, but turn 5 brings a Breached Emrakul that wipes his board. The game ends from Snapcaster beats a couple turns later.
2-0 (4-1 in games)
Match 3 - Grant on UR Gifts Storm
Game 1 - I spend the first few turns Bolting cost reducers, then stick a Blood Moon while he has no basic Islands. He makes a significant mistake this game when he casts a Manamorphose to make blue mana, then follows up with a Desparate Ritual but forgets that he doesn't have a cost reducer in play so it consumes his only blue. 4R and an Annihilator 6 trigger later ends the game.
Game 2 - Game starts with cantrips, cost reducers, and Bolts on cost reducers. On turn 5, he has an Electromancer and a Baral against my Cryptic mana. He casts a Past in Flames with 2 cards in hand and only an Opt and a Manamorphose in the yard with which to draw. I assume he's not holding Gifts, let the PiF resolve, then Cryptic to counter Manamorphose/bounce Electromancer. He casts a Sleight of Hand from his hand, but fizzles after not finding a Storm payoff or Gifts. I untap and Breach him for the win.
3-0 (6-1 in games)
Match 4 - James on Jeskai Geist
Game 1 - He's not sure what kind of UR deck I'm on for most of this game as we trade bolts to the face for a while. Loothouse puts in serious work here over several turns. I eventually start trying to Snap-Bolt him on his end step to draw out mana and counters. Once his resources are fairly well depleted, I Breach him for the win.
Game 2 - Keep a land heavy hand with a Blood Moon, so I have a game plan. I draw into my Clique, so the plan is to Clique him at the end of his turn to take/bait a counter, the Moon him. He casts his own Clique in response to mine and snags my Blood Moon.
My hand is basically all lands and a Disdainful Stroke when my Clique resolves, so I target myself to try to find action. I find a Bolt for his Clique, swing once, then he Bolts my Clique. We spend several turns just building up lands, and at some point along the way he flashes in a Spell Queller to start chipping away at me. It whittles me down to 11 and I decide to make a play to remove the Spell Queller.
I go for a Snap Bolt, he Dispels. I go for a second Snap Bolt, he Negates, I Cryptic to counter+ bounce Snapcaster, he Spell Quellers Cryptic which resolves, I Bolt Queller, he Paths my Snap, Queller dies, I recast Cryptic to counter + draw, and he Mana Leaks to save his Queller. I untap with Disdainful Stroke and Spell Snare, and draw into a Serum Visions. I draw one half of the combo and scry the other half to the top. He hits me down to 5 and passes, and I draw the second half of the combo. I jam the Breach, he Cryptics, I Disdainful Stroke, and he decides to go for Snap-Dispel instead of Spell Queller and I'm able to seal with game with Spell Snare on the Snapcaster.
Yeah so I've been playing UW control and Jeskai for months and months and just switched to UR Breach a couple nights ago... Best decision I've made in awhile. I'm 15-4 so far in matches and most losses were due to inexperience (the first match I played was a loss) so far only a good hatebears draw has been a problem to deal with and everything else has been a fairly inevitable win for me.
Not 100% sure on my sideboard plan for matchups like storm and shadow, I saw some guide saying to take out all the breaches and Emmys vs Shadow and I'm not sure if the madcap combo makes sense against storm. Hopefully someone who's got more experience with this deck can chime in! I'm playing basically this 75 with 1 or 2 differences cause I'm missing a tarn and 4th cryptic which I should be able to pick up after a few more wins.
Flame Slash has been pretty good as just an extra 1 mana spot removal for noble hierarchs or basically anything, but it's definitely a flex slot and could be a roast. I got my full 75 now and I'm about 20 and 5 so far online, surprisingly easy to learn how to sideboard with this deck and it's been killer against most of the tier 1 decks and the random fringe decks as well. I played 1 mirror match so far, but he had a different list and it was really fun, I barely lost in game 3, good times! I'm kind of glad this deck is so under the radar right now.
Yeah so I've been playing UW control and Jeskai for months and months and just switched to UR Breach a couple nights ago... Best decision I've made in awhile. I'm 15-4 so far in matches and most losses were due to inexperience (the first match I played was a loss) so far only a good hatebears draw has been a problem to deal with and everything else has been a fairly inevitable win for me.
Not 100% sure on my sideboard plan for matchups like storm and shadow, I saw some guide saying to take out all the breaches and Emmys vs Shadow and I'm not sure if the madcap combo makes sense against storm. Hopefully someone who's got more experience with this deck can chime in! I'm playing basically this 75 with 1 or 2 differences cause I'm missing a tarn and 4th cryptic which I should be able to pick up after a few more wins.
I played it a lot, but just switched back to UW the other night. The biggest problems for me were burn and losing to things like having all the emrakuls in your hand and being unable to find a breach for many turns and vice versa. It was really good against other control decks, and against things like humans and tron, blood moon can be an auto win if you're able to deal with their early game threats. Sideboarding can be tricky 2 with both combos in the deck, it's hard to decide if you want both combos in the deck, which makes you have to sideboard out a lot.
A few notable players such as Kevin Jones and Harlan Firer were on UR Kiki Moon at the SCG Invitational. Harlan seems to have done poorly while Kevin Jones was 9-3 when Modern started on day 2 but ended up 11-5 overall so his day 2 modern results weren't impressive. Gerard Fabiano, however, is on Temur Moon and is in first place at 13-1-2 going 5-1-2 in Modern I believe since he drew his last two matches. I like the deck a lot, especially his sideboard. The deck reminds me of what Temur Twin would look like postboard when configured to grind. If I remember correctly, his one loss was against Jeskai Control, actual control with Azcanta, Sphinx, etc., piloted by Benjamin Nikolich.
Hey folks, I've been getting into the deck recently and I have a few observations. First, I know that most people are playing the madcap combo in the sideboard, but I have found it to be lackluster - at least in respect to my own meta - and have opted to go heavier with Young Pyromancer instead. I think that the pyromancer plan makes many of our bad matchups better except burn. I still think that matchup is hard regardless and imagine they would side in destructive revelry g3 anyway....making our madcap plan very difficult. Shadow variants will most likely take out a lot of their spot removal in favor of things like stubborn denial, liliana etc. which Pyromancer seems better positioned to beat. G/B/x also will side out paths and other removal, but still have access to liliana. Elemental tokens can also help keep humans, elves and other go wide strategies at bay until you stabilize. What do you all think? Am I just underselling the combo?
Also, I am interested in hearing about a couple or more things. First is the flame slash versus Roast debate...I like the latter because it can hit most every relevant creature...but 2 mana sorceries are a tough sell...on a side note how do people feel about 1 roast in the maindeck? What is everyone's take on the number of blood moons and spreading seas. I personally like going hard on that plan and run 3 moon and 2 seas...I get that they can be weak in certain matchups but it is the namesake of the deck and can really just end the game on the spot.
8 Island
2 Mountain
3 Scalding Tarn
4 Flooded Strand
2 Steam Vents
2 Sulfur Falls
1 Ghost Quarter
1 Desolate Lighthouse
Enchantment
4 Blood Moon
Planeswalker
2 Chandra, Torch of Defiance
Creature
4 Snapcaster Mage
2 Platinum Emperion
1 Vendilion Clique
4 Cryptic Command
4 Serum Visions
4 Lightning Bolt
3 Madcap Experiment
2 Mana Leak
2 Remand
2 Spell Snare
2 Ancestral Vision
1 Harvest Pyre
1 Keranos, God of Storms
1 Vendilion Clique
2 Stormbreath Dragon
1 Shatterstorm
1 By Force
2 Ceremonious Rejection
1 Negate
1 Dispel
2 Anger of the Gods
1 Hour of Devastation
2 Roast
Round 1: Affinity
Game 1: I start on the draw. I keep a hand with Lightning Bolt, Serum Visions, Blood Moon and Spell Snare. I remember I found a Snapcaster Mage to flashback Spell Snare, and Madcap on the way. Killed/countered his threats, until I cast Blood Moon to stop his lands and next turn a lock with Madcap/Emperion.
Game 2: I board in artifact/colorless hate and Anger of the Gods. I keep a hand with Shatterstorm, Anger, Madcap, Serum Visions but only one island. He goes turn one Thoughtsieze to take away my Serum Visions. Fortunately I draw 2 consecutive lands to cast Anger of the Gods. He gets his champion to get all Ravager counters and I take some damage from the champion until I drew another land to cast Shatterstorm. I stall the game to have the moment I can lock the game with Emperion and being able to protect it. (2-0)
Considering I was on the draw both games, I was extremely lucky to draw those lands to be able to stall on Game 2. I take those wins also.
(1-0)
Round 2: Grixis Death Shadow
Game 1: Not much to say about this game. With a turn one Thoughtsieze he knows he gotta fetch a Swamp to avoid my Moon. I get to Madcap, he has Kholagan's Command in main. I was dead pretty fast though.
Game 2: I get in some more removal. I Roast one DS, then went Harvest Pyre on another one but I don't see he has fetch land so I fail miserably to kill the second one. Huge mistake that probably cost me the game, probably not. (2-2).
This match didn't even feel close though. I probably made a mistake by sub estimating the power of this deck. I think I didn't have appropriate answers in sideboad (even though U/R don't have too many against it) for this kind of match ups.
(1-1)
Round 3: Lantern Control
Game 1: I kept a hand with Moon/Madcap. I thought I was in good shape until I saw what I was facing. Later I didn't draw any action so I got controlled-milled. I scooped to have time to try to win the other two games.
Game 2: Out Madcap/Emperion, in artifact hate. I play turn one Ancestral Visions. By turn 4 he has Lantern and Codex up, he milled my Shatterstorm and tried to Surgical, but I Dispel. With Visions I drew a Snapcaster Mage and with flashback-Shatterstorm I get to clean most of his board. Chandra/Snapcaster did the rest.
Game 3: He had a slow start, with two consecutive Ancient Stirrings. He found a Bridge first and then a Pithing Needle. Chandra was the target of the Needle. Keranos was MVP on that game, allowing me to draw some useful spells and hitting him ocasionally. I saw he found a second Snaring Bridge, I get it down thanks to Clique, and I get to attack once by bouncing his Snaring Bridge to finish the game. (4-3).
Artifact hate is always good to have. It's an annoying match up but I think the deck has enough angles to be able to resolve it.
(2-1)
Round 4: Merfolks
Game 1: Half of the best cards we have are useless against this deck. Had a Moon that wasn't going to get me anywhere. He had two Vials so counters weren't helpful either. I get an Emperion down but I made the horrible mistake of attacking with it (yes, I forgot he had the tapped-bouncer Merfolk).
Game 2: Anger of the Gods. What an amazing card. Cleaned most of his board except for Master of the Waves, but without his Elementals he is not a problem for us. Got a kill with Stormbreath Dragon fairly quick after that.
Game 3: Didn't do much. Bolted some of this threats but drew both Emperions (what are the odds). Dead by turn 5. (5-5).
The match is winnable thanks to Emperion now. Most aggro decks doesn't have a way to deal with it on game 1. Gotta be careful with it, that's all.
(2-2)
Round 5: Eldrazi Tron
Game 1: I know what I'm up to so I mulligan aggressively to find a Moon. Of course I thought Moon would be better in this match but he just needed to get a second map, tutor a Wastes and he is good to go. I had to play Snapcaster-Serum Visions, I drew a card and I saw on top the Madcap Experiment the turn before I was dead. What a painful way to die.
Game 2: Time to find out if Hour of Devastation is that good. Mulligan to find Madcap Experiment. Got it. Drew a lot of action but no lands. I get a Moon to stop him a little bit but he Ghost Quarter himself to find a Wastes. Get Emperion but on the turn I played it he gets a Basillisk Collar down (I was tapped so couldn't answer). Ouch. The turn I was about to die I drew the land I needed to play Hour of Devastation. Felt sooo good to clean the board. He hitted me with Ballista so I was down to one life. By Force his Collar and played my second Emperion. I thought I was rescuing that game, I just had to handle the collars. He played his first collar, I get to counter it. Plays a chalice of two, and I need to counter that because of Negate and Snapcaster Mage. Then he plays his third Collar of the game (yes, he found the third one) and that was game for him. So close of getting that game around. (5-7).
This matchup and some other could use Spreading Seas to shut the game down when they get to find their only basic land to be able to play with Blood Moon around. Hour of Devastation is a good card, but I don't think it's the solution against big-damage aggro decks. It's maybe the best card we got for it at least.
Record of 2-3 so no Top 8 for me. Blood Moon and Madcap on curve are a really fun strategy to play with. The deck just needs some better removal as Lightning Bolts are really bad against Eldrazis and Death Shadows. Unfortunately U/R aren't colors that are going to offer us many solutions for those creatures. But I think I can start tweaking and petting this deck a little bit more, so I'll see you around here
RBridgevineB
RGR/G EldraziX
UBlue MoonR
UU/W TronW
I just picked the deck up (I'm on an old deck kick, finally getting around to play decks I couldn't when they were popular. I'm a few years late and I've done decently these last two weeks. Currently I'm about to try out Engima Drake, which seems like a bad (but fun) idea.
1x Blood Crypt
4x Bloodstained Mire
4x Island
1x Mountain
4x Polluted Delta
1x Scalding Tarn
1x Steam Vents
4x Swamp
1x Watery Grave
Creature (8)
1x Goblin Rabblemaster
1x Jace, Vryn's Prodigy Flip
1x Keranos, God of Storms
4x Snapcaster Mage
1x Young Pyromancer
3x Fatal Push
2x Kolaghan's Command
2x Lightning Bolt
1x Shadow of Doubt
2x Terminate
Sorcery (11)
1x Dreadbore
2x Inquisition of Kozilek
1x Rise // Fall
4x Serum Visions
3x Thoughtseize
Enchantment (7)
3x Blood Moon
4x Spreading Seas
Planeswalker (1)
1x Chandra, Torch of Defiance
1x Anger of the Gods
1x By Force
3x Collective Brutality
1x Damnation
1x Echoing Truth
1x Izzet Staticaster
1x Kolaghan's Command
1x Pyroclasm
2x Rakdos Charm
2x Stone Rain
1x Surgical Extraction
Been playing it for 3-4 months now, have a little bit of tweaking to go still but I like where it's at. Haven't tried playing with Opt yet, but I'm going to be testing a 2/2 split with Serum Visions and see where it goes. Serum Visions is still the better on turn 1, but mid to late game I'd much rather have a higher impact draw right now than next turn, as you need to keep the pressure up before they can get out from under Blood Moon.
Thanks!
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https://www.mtggoldfish.com/deck/796123#paper
4x Emrakul, the Aeons Torn
4x Snapcaster Mage
1x Vendilion Clique
Instant (21)
3x Cryptic Command
2x Electrolyze
1x Izzet Charm
4x Lightning Bolt
1x Pull from Tomorrow
4x Remand
2x Spell Snare
4x Through the Breach
4x Serum Visions
Enchantment (2)
2x Blood Moon
Land (24)
2x Desolate Lighthouse
4x Flooded Strand
7x Island
1x Mountain
4x Scalding Tarn
2x Steam Vents
4x Sulfur Falls
2x Anger of the Gods
1x Blood Moon
2x Ceremonious Rejection
1x Crumble to Dust
1x Disdainful Stroke
1x Dispel
1x Engineered Explosives
1x Izzet Staticaster
2x Negate
3x Spreading Seas
Match 1 - Candace on Affinity
Game 1 - I keep a slow opener and get beaten down by a solid affinity draw. I only show an Island and a Sulfur Falls before I scoop, so she's not sure what I'm on.
(Sideboard: +2 Anger, +2 Ceremonious Rejection, +1 Izzet Staticaster, +1 Explosives; -4 Remand, -1 Clique, -1 Pull from Tomorrow)
Game 2 - I trade Bolts and Izzet Charm for her creatures and keep my life total fairly high early. She lands a Rest in Peace at one point. I Breach in and Emrakul while she has 7 permanents. She sac's everything except an Ornithopter and chump blocks, leaving an empty board. I end up beating down with Snapcaster over several turns and activate Loothouse multiple times until I'm able to Breach in another Emrakul for the win.
Game 3 - I cast all 4 Serum Visions in the first few turns this game. She went for the win with a Cranial Plating equip on Inkmoth, but I have the Bolt for it. She floats a mana from the Inkmoth and equips to Vault Skirge to gain a bunch of life. I Breach in an Emrakul, but she has another Ornithopter to chump. The game lasts quite a while longer, but basically boils down to me Loothousing each turn until I Breach Emrakul two more times.
1-0 (2-1 in games)
Match 2 - Sherman on GW Bogles
Game 1 - Keep a reasonable opener on the play with Snapcaster, Electrolyze, Blood Moon, Spell Snare, and 2 lands. I open with a basic Island, he opens with a Gladecover Scout. I pass with 2 mana up, and he jams a Spiritdancer. After thinking for a bit, I let it resolve. He then attacks with the Scout, and I flash in Snapcaster to block. I untap, draw into my third land, and Electrolyze the Spiritdancer. He passes without playing a threat, and I stick a Blood Moon; he doesn't cast another spell. I win game 1 Snapcasters and Bolts without having to show the combo.
(Sideboard: +2 Negate, +1 Explosives, +2 Anger, +1 Blood Moon; -2 Electrolyze, -1 Pull from Tomorrow, -1 Bolt, -2 Remand)
Game 2 - Opponent starts on a Bogle, then follows up with just a second Bogle on turn 2. On his turn 3, he plays a Spider Umbra on one Bogle which resolves, then plays a Rancor which I Negate. On the next turn I flash in a Snapcaster to block his naked Bogle. Can't remember turn 4, but turn 5 brings a Breached Emrakul that wipes his board. The game ends from Snapcaster beats a couple turns later.
2-0 (4-1 in games)
Match 3 - Grant on UR Gifts Storm
Game 1 - I spend the first few turns Bolting cost reducers, then stick a Blood Moon while he has no basic Islands. He makes a significant mistake this game when he casts a Manamorphose to make blue mana, then follows up with a Desparate Ritual but forgets that he doesn't have a cost reducer in play so it consumes his only blue. 4R and an Annihilator 6 trigger later ends the game.
(Sideboard: +2 Negate, +1 Dispel, +1 Disdainful Stroke, +1 Anger; -2 Blood Moon, -2 Electrolyze, -1 Pull)
Game 2 - Game starts with cantrips, cost reducers, and Bolts on cost reducers. On turn 5, he has an Electromancer and a Baral against my Cryptic mana. He casts a Past in Flames with 2 cards in hand and only an Opt and a Manamorphose in the yard with which to draw. I assume he's not holding Gifts, let the PiF resolve, then Cryptic to counter Manamorphose/bounce Electromancer. He casts a Sleight of Hand from his hand, but fizzles after not finding a Storm payoff or Gifts. I untap and Breach him for the win.
3-0 (6-1 in games)
Match 4 - James on Jeskai Geist
Game 1 - He's not sure what kind of UR deck I'm on for most of this game as we trade bolts to the face for a while. Loothouse puts in serious work here over several turns. I eventually start trying to Snap-Bolt him on his end step to draw out mana and counters. Once his resources are fairly well depleted, I Breach him for the win.
(Sideboard: +2 Negate, +1 Dispel, +1 Blood Moon, + 1 Disdainful Stroke; -2 Remand, -2 Electrolyze, -1 Izzet Charm)
Game 2 - Keep a land heavy hand with a Blood Moon, so I have a game plan. I draw into my Clique, so the plan is to Clique him at the end of his turn to take/bait a counter, the Moon him. He casts his own Clique in response to mine and snags my Blood Moon.
My hand is basically all lands and a Disdainful Stroke when my Clique resolves, so I target myself to try to find action. I find a Bolt for his Clique, swing once, then he Bolts my Clique. We spend several turns just building up lands, and at some point along the way he flashes in a Spell Queller to start chipping away at me. It whittles me down to 11 and I decide to make a play to remove the Spell Queller.
I go for a Snap Bolt, he Dispels. I go for a second Snap Bolt, he Negates, I Cryptic to counter+ bounce Snapcaster, he Spell Quellers Cryptic which resolves, I Bolt Queller, he Paths my Snap, Queller dies, I recast Cryptic to counter + draw, and he Mana Leaks to save his Queller. I untap with Disdainful Stroke and Spell Snare, and draw into a Serum Visions. I draw one half of the combo and scry the other half to the top. He hits me down to 5 and passes, and I draw the second half of the combo. I jam the Breach, he Cryptics, I Disdainful Stroke, and he decides to go for Snap-Dispel instead of Spell Queller and I'm able to seal with game with Spell Snare on the Snapcaster.
4-0 (8-1 in games)
BGX Midrange
URX Control
Not 100% sure on my sideboard plan for matchups like storm and shadow, I saw some guide saying to take out all the breaches and Emmys vs Shadow and I'm not sure if the madcap combo makes sense against storm. Hopefully someone who's got more experience with this deck can chime in! I'm playing basically this 75 with 1 or 2 differences cause I'm missing a tarn and 4th cryptic which I should be able to pick up after a few more wins.
2 Desolate Lighthouse
7 Island
1 Mountain
4 Polluted Delta
4 Scalding Tarn
3 Steam Vents
2 Sulfur Falls
7 CREATURES
3 Emrakul, the Aeons Torn
4 Snapcaster Mage
27 INSTANTS and SORC.
4 Cryptic Command
2 Electrolyze
1 Flame Slash
1 Izzet Charm
4 Lightning Bolt
1 Pull from Tomorrow
4 Remand
4 Serum Visions
1 Spell Snare
1 Supreme Will
4 Through the Breach
3 Blood Moon
3 Anger of the Gods
3 Dispel
1 Izzet Staticaster
3 Madcap Experiment
2 Platinum Emperion
2 Roast
1 Shatterstorm
Bant Eldrazi
UW Control
U Merfolk
Legacy
Merfolk
UR Delver
MTGO/MTGA: Tyclone
My Primers ~ GWx Vizier Company ~ Knightfall ~ RG Eldrazi ~ Green's Sun's Zenith
More Brews ~ Modern Four Horsemen ~ Gitrog Dredge
I'm tempted to give something similar a try. Still playing it? How have the match-ups felt?
Also, I am interested in hearing about a couple or more things. First is the flame slash versus Roast debate...I like the latter because it can hit most every relevant creature...but 2 mana sorceries are a tough sell...on a side note how do people feel about 1 roast in the maindeck? What is everyone's take on the number of blood moons and spreading seas. I personally like going hard on that plan and run 3 moon and 2 seas...I get that they can be weak in certain matchups but it is the namesake of the deck and can really just end the game on the spot.
Here is my decklist btw:
7 Island
1 Mountain
3 Steam Vents
4 Scalding Tarn
4 Flooded Strand
2 Desolate Lighthouse
2 Sulfur Falls
Creatures
3 Emrakul, the Aeons Torn
3 Snapcaster Mage
1 Vendilion Clique
3 Cryptic Command
2 Electrolyze
4 Lightning Bolt
3 Opt
1 Pull From Tomorrow
4 Remand
4 Serum Vision
4 Through the Breach
Enchantments
3 Blood Moon
2 Spreading Seas
2 Abrade
2 Roast
3 Dispel
1 Negate
1 Jace, Architect of Thought
3 Young Pyromancer
1 Izzet Staticaster
2 Anger of the Gods