Possibly, yeah. At least I wasn't able to deal with resolved Lili, but that is now a thing of the past.
I'll now be focusing on UW Thopter Control, or to even see if that exists at all. You know, it's what is now in vogue and all that...
On that note, I still don't know which CMC 2 or less artifacts will be played. So many options, so little time.
maybe decklist, but i´m somewhat in the opposite scenario.
Jund is slightly bad MU (45/55), mostly because dark confidant is great against us, and they have lower curve (and SB fulminator mage)
Junk is slightly good MU (55/45), because they trade cheap things for rhino/lingering souls.
while we are at this subject, how is everyone match ups against typical decks? (and please be realistic, i have seen so many tier 3 premiers with 90% of match up above 50% is not a good or true info).
I have a bad match up against Tron, latern, scapeshift, Boggles and somewhat Merfolk, anyone have tips/cards against them? everything else (i think) is Even or in our Favor.
I don't know how you had a bad matchup to merfolk if you are running verdicts + finks. As for tron I have found that crucible of worlds is great against them if you are running 5 land destruction cards. Tron can still sequence to beat it though. Scapeshift/boggles I use Runed Halo (naming valakut/slippery boggle/gladecover scout) to cover that matchup which helps.
maybe not bad MU, but against merfolk is something like 50/50, lord+islandwalk is a pain, plus vial skipping counters.
I honestly dont know what to do against tron, both crucible of worlds and ghost quarter+surgical extraction can be shut down with relic of progenitus (and that is a main 4x), runed halo is now in my SB, thanks, the suggestion is great!
@ShaperOfChaos: i was more refering to some comment i see here (here=mtgsalvation, not in this premier) that people are way to bias while commenting match up. I know this deck is flexible (but still no configuration have a good MU against tron i believe), but i dont buy when some people say "i have good match up against everything).
I agree that there is some matchups (ad naus, scapeshift, tron) that are just shard matchups. Crucible is really your best bet for the matchup other than spreading seas. geist of saint traft may be decent on sideboard for a faster clock.
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On mtgsalvation people don't want to discuss ideas, so I give people something else to discuss: my controversial opinions.
So I'm having trouble solving my GBx matchups I think it might be something with my list because I never seem to have a good card vs them. I just picked up Ancestral Vision Friday but I didn't get a chance to play them so I'm finally testing them this week.
my list is a little tailored for my local meta which has grown quite URx (blue moon and jeskai control) and GBx heavy lately. I'm cutting Sphinx's Rev in favor of 4 AV's and 2 SV's simply because I haven't had the easiest time in the world resolving a Rev lately. I'm gonna keep at least some number of SV's around to help smooth out draws, but running 4 feels like too many maybe I want a 3/3 split on AV/SV not certain yet.
So far the only ways I've beaten the GB decks is by resolving Elspeth, Sun's Champion which is probably what I want to do.
After the Eldrazi, I felt like running Restoration Angels and only one Snapcaster (which was the only one I had) felt too much out of control for a control deck. I offered no big threat to many opponents and would not draw the cards I needed. With AV unbanned and to run away from spot removals, I decided to replace Ojutai's Command and 2x Kitchen Finks with 3 AVs and 3x Resto Angels with 3x Lingering Souls. I had to splash black to make it worth it, but it seems to be working since there is little to no piroclasm and similar spells in my XMAGE tests. I have had a 70%+ winning rate for the past week and will keep on testing. Wanted to see if you have any suggestions of even try the decklist yourselves.
I have the feeling the sideboard is very adaptable to the opponent, except for aggro decks, which one extra Wrath of God will have to do the job. In mirror, I usually win counter spell disputes, versus combo I feel like I have a chance with cemetery hate and runed halo, or stony silence vs. Thopter Foundry. I am really enjoying playing it so far.
Hey guys, I read the primer and everything looks pretty good but I don't see many people exploring the thopter/sword combo.
I have a list I want to present, it splashes a few black sources just for the flashback on lingering souls. The idea behind this deck is a little less stack manipulation in exchange for more value.
Most people seem to play the combo pieces in reverse order, with more copies of Foundry than Sword which I think is incorrect. I've been playing the version with more Foundry and I feel bad every time I have to pitch it to Thirst for Knowledge and I hate ever seeing more than 1 copy. In a shell with very few artifacts the Foundry itself doesn't play a role until you are ready to combo off, so in those cases the numbers of each piece doesn't matter. However, playing Lingering Souls allows Thirst to be better and the Sword to be the more useful piece until the combo is ready. We can take advantage of this by not being afraid to pitch Sword early to Thirst and by playing Thought Scour. With 4 Sword and 3 Lingering Souls, Thought Scour is going to be an instant 1cmc 2-for-1 22% of the time. Scour also makes Snapcaster better, not only by fueling the yard with instants/sorceries, but by allowing an end-step value snapcaster targeting the scour itself.
I haven't got a sideboard plan yet, but what do you guys think?
It's an interesting approach. It is quite true that mostly the spread is heavier on the Foundry side rather than the Sword side. There must have been a reason for it. Not sure about diluting the main plan (Thopter Sword combo) that much with Lingering Souls, but please do let us know how it fares.
On another note I would suggesting adding one Academy Ruins for the extra recursion, having redundancy is never a bad thing.
I'm looking forward to your results! As you already know, I finished 22nd out of 72 (4 and 3 record) at States in Glassboro, NJ with this list (more or less the same). I was as high as 12th before the 7th round.
Here's a brief summary of tournament report:
Round 1: 2-0 vs Grixis Control
Round 2: 1-2 vs BG CoCo Elves
Round 3: 2-0 vs RW Burn
Round 4: 2-1 vs Naya Burn
Round 5: 0-2 vs Mono U Tron (No Thopter/Sword)
Round 6: 2-1 vs RG CoCo Goblins
Round 7: 0-2 vs UWR Control
Conclusion:
Aside from the rough match up vs Mono U Tron, the deck performed consistently well throughout. Even though I lost 0-2 to UWR Control, it was close both games. I feel I'm slightly favored vs UWR Control, but he simply won the counter war angle.
We were also the only players on Jace, Memory Adept out of the board, which annoyed him when he found out I was on that tech too, as he hoped to be known as 'that Memory Adept guy', but gave me props for having the same idea as an alternative win condition that doesn't require winning through combat damage vs decks like Lantern, Thopter, and Company (Infinite Life combo). Needless to say, Memory Adept was great for both of us. I had to represent with a foil.
Stay tuned for more updates regarding this tournament, the deck's best cards, and what small changes I'm considering going forward.
I'll be playing a revised version of this deck for GP Charlotte. It's about 90% complete.
I share feedback regarding my deck's performance at SCG States (Glassboro, NJ), discuss some new powerful tech, and options to consider for this archetype going forward.
Enjoy!
Edit: I looked at the Elves player's graveyard, not sideboard.
This is the guy who caused Wheel of sun and moon to go up to $20 dollars so he is very well versed with the deck since he has top 8ed states. Game 1 was rough for me since my paths/walls were useless. I also found it hard to tap out to play finks since I had to hold up mana for most of the game to prevent the thopter combo from coming out. This is the game where I needed that third snare to win (which I will get next time) He beats me by finding crucible and getting his academy ruins back which gives him the inevitability with his combo. Game 2 was rough since I never found and planeswalker or geist and he had combo by turn 6.
Round 2 vs Small Zoo
2-0
Game 1 the guy gets a super slow hand and I'm able to curve into my removal (turn 2 wall into turn 3 remand/path etc.) It doesn't help that the guy used Devastating Summons and saced most of his lands only to get hit by a d-sphere. I win by elspeth and Resto beats. Game 2 my opponent gets the god hand but I'm able to beat it by turn 2 remand into turn 3 timely reinforcements into turn 4 verdict. I win by sticking gideon jura and Colonnade.
Round 3 vs Merfolk
0-2
Game 1 was a grind fest and after casting verdict I'm unable to find any kind of wincon and I hit lands for 3 turns while he top decks a Master of waves to win. Game 2 played very similar but the difference was I found elspeth, knight-errant. He ignored it and hit me for 8 two times with his island walk mutavaults/silvergil adepts.
Round 4 vs BW tokens
2-0
Game 1 I felt bad for my opponent because I was able to assemble the Explosves lock with academy ruins which basically made it impossible for him to win. He scopes after I find Resto + finks. Game 2 I was able to cast verdict twice while he was stalled on lands. I win off of a elspeth, Sun's champion.
Thoughts on the build:
-This build seems like it has what it takes to win tournaments with a little bit of tuning
-Sun's champ is so good that maybe I should be running the card maindeck again.
-I need a 3rd snare to combat merfolk/thopters well.
-The explosives lock is nasty and will win you games if you can get it.
-Jace, architect of thought seemed to be a weak link in some matchups and great in others so maybe he should be sideboarded
-I never drew the geists so idk how they would have performed in the matchups where they are great.
-I probably need crucible on sideboard so I can deal with land hate in matchups like merfolk and tron.
-Like the leader of the thread said, timely's where crazy good.
-the one negate was great and I would recommend everyone to get one in your board.
-Gideon Jura is a crazy good card and elspeth was nice when I had an additional creature since she closed out games very fast.
-Perhaps I should get wheel of sun and moon and replace rest in peace with it so I dont have to side out snapcaster mage since wheel is basically one sided graveyard hate.
Hey guys, I read the primer and everything looks pretty good but I don't see many people exploring the thopter/sword combo.
I have a list I want to present, it splashes a few black sources just for the flashback on lingering souls. The idea behind this deck is a little less stack manipulation in exchange for more value.
Most people seem to play the combo pieces in reverse order, with more copies of Foundry than Sword which I think is incorrect. I've been playing the version with more Foundry and I feel bad every time I have to pitch it to Thirst for Knowledge and I hate ever seeing more than 1 copy. In a shell with very few artifacts the Foundry itself doesn't play a role until you are ready to combo off, so in those cases the numbers of each piece doesn't matter. However, playing Lingering Souls allows Thirst to be better and the Sword to be the more useful piece until the combo is ready. We can take advantage of this by not being afraid to pitch Sword early to Thirst and by playing Thought Scour. With 4 Sword and 3 Lingering Souls, Thought Scour is going to be an instant 1cmc 2-for-1 22% of the time. Scour also makes Snapcaster better, not only by fueling the yard with instants/sorceries, but by allowing an end-step value snapcaster targeting the scour itself.
I haven't got a sideboard plan yet, but what do you guys think?
I like the idea. Some thoughts (I'm no master deck-builder, so take it for what it's worth...)
- I think you want serum visions over thought scour, since it digs farther and scouring a thopter foundry into the yard would be frustrating.
- I'm unconvinced of the power of cryptic command here. More sweepers or removal might be better.
- Some number of kitchen finks and maybe another resto could be helpful. Provides life gain, chumpers, and a bit more Plan B when the combo doesn't work.
- Spellskite should be considered, maybe even mainboard.
- With all the draw, and especially if you reduce the number of counters in favor of removal and/or dudes, you could cut a couple lands.
- academy ruins for sure.
Can you post your results on FB in our community? That would be appreciated. We'll discuss it further there. Thanks!
Just to be clear, users are not allowed to advertise or solicit on behalf of other sites/communities. If you want someone to discuss their results in another place, feel free to PM them and welcome them to a secondary community. Otherwise, keep all discussion within a thread focused on the deck and thread topic itself. Let me know via PM if you have any questions about this policy, and keep up the great UW Control development!
I'm new to UW control and I've been trying to decide on which direction to take this deck. I started with the shell that picked up in popularity during the Eldrazi winter.
And then I saw some other variants I really liked like the list Paul Cheon was streaming last night (05-12-16) At one point the Elspeth was in the board and Sun Titan was main, but I'm assuming he took out titan because of the graveyard hate in the board. The slot was filled by an Engineered Explosives. Also, I don't have Ancestral Vision yet so I'm filling the slot with Serum Visions, maybe this isn't a viable replacement, but I'm going to give it a shot.
One build seems a little more control heavy while the second seems to lean more on a value midrange plan. What are people's expirences with either type of build? What match ups do you find favorable and unfavorable? I plan on testing each, but hearing other people's experiences is always helpful.
Has anyone tested extensively with Ancestral Vision yet? When it was unbanned, I immediately thought back to this deck as a potential home. Does it provide the advantage that we need as a value-based control deck, or is it too slow?
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Modern Decks: UW UW Control | BWU Esper Control | U Ninja Bear Delver
Commander Decks: UWG Roon, Blink 182 UWG
GRW Marath, Will of the Homies GRW BUR Nicol Bolas, Multiversal Tyrant BUR RGB Prossh, Part of a Balanced Breakfast RGB
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Has anyone tested extensively with Ancestral Vision yet? When it was unbanned, I immediately thought back to this deck as a potential home. Does it provide the advantage that we need as a value-based control deck, or is it too slow?
It's not that great in here because we want to play answers/planeswalkers/value creatures that work with Resto. It's better to run answers in visions's spot. You can run it but we already have good matchups to grindy matchups.
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On mtgsalvation people don't want to discuss ideas, so I give people something else to discuss: my controversial opinions.
I've been testing Geist of Saint Traft in my UW sideboard and I was wondering, which matchups are the ones where I want to bring him in? Control mirrors, Combo, and Tron seem like the obvious ones, but what about decks like Infect or Burn?
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EDH GWSelvala and the Return to HumanityGW UWDragonlord Ojutai, Control's Elder DragonUW UBGTasigur, the God-Pharaoh's Gift to EDHUBG UBRNicol Bolas and his SuperfriendsPawnsUBR
Modern UWUW Control/Midrange/Bad JundUW WUBRGHumansWUBRG BGMidrangeBG
Soooooo, I got tired of playing Gobots and went back to brewing a UW list for fun. Turns out, even with my mediocre skills it's not so bad. So decided to make some videos and post them on Youtube for your viewing pleasure! More videos will be uploaded at a later time because apparently my vids were all violating copyrights. So hopefully you can watch it.
Round 1: Abzan Company
This is the matchup that I'm aiming for. With so many paths available, finks has a hard time staying in play. Verdict cleaned up the rest, with Myth and snap turning the corner quickly. The sideboard saw condemn over timely, and shadow over remand. This match was an easy 2-0.
1-0
Round 2 Jeskai Nahiri
This was the first of 3 matches of the day against this exact 75 (two friends on the same 75). I lost the first gaame after about 40 minutes. Turns out Nahiri, the Harbinger is a great answer to both detention sphere and Myth realized. Drawing so many verdicts also hurt the card advantage war. I exchanged 4 verdicts, a path and timely for 2 shadows, 2 purges teferi and elspeth. Myth realized got there but only left us with 5 minutes for the final game, which didn't get decided before turns were finished.
1-0-1
Round 3 Kiki chord feat. Nahiri
This match was easy as well. The deck is not focuses on landing/protecting Nahiri, and is vulnerable to verdict. Sweeping away wall of roots, mana dorks etc was good, but he had many eternal witnesses which gave him some recursion. Very grindy, but eventually the myths got big enough that supreme verdict to clear the path allowed two large myths to finish the game in a single combat step. Game 2 saw shadow replace remand - which was pretty backbreaking with turn 1 myth into turn 2 shadow on his fetch. Game 2 was much less grindy as he wasn't able to ramp effectively.
2-0-1
Round 4 UG infect
Infect is a good matchup, but a bit harder on the draw. Remanding the fatal become immense and verdicting away a couple nobles and a blighted agent put him on the backfoot. Path - snap - path answered his next two threats, and myth closed out the game in short order. I brought in condemn, spreading seas and runed halo for timely, remand, detention sphere and a colonnade. I got blown out by a spell pierce went we fought over a become immense, losing game 2. Game 3 was brutal - I opened a hand with 4 counters a visions and two land. Every spell he played was answered, and runed halo naming inkmoth nullified every threat he played the whole game, snap beats were enough to get there this game.
3-0-1
Round 5 Jeskai Nahiri
This was the second player on this exact 75, and his play seemed just a bit tighter. He won a major counter war in the midgame as I was trying to land a myth, which allowed him to untap into Nahiri. I couldnt get a snap into play to pressure, and eventually he ultimated emrakul into play. I took out 4 verditcs, a path and timely for 2 shadows, 2 purges, teferi and elspeth. Game 2 he landed an early Crucible of Worlds and ghost quarter, and over a longer game eventually removed all my lands. Lost this one 0-2, and I'm not sure if this matchup is winnable. The decks are similar but Nahiri is a great answer to Myth, which combined with the Crucible plan was pressure on an axis I wasn't prepared enough for.
3-1-1
Round 6 Affinity
Game 1 is really hard, and I eventually lose to an cranial + inkmoth plan after clearing the rest of the threats. I bring in 2 disenchant, 2 stony silence, 2 spreading seas and condemn for 3 mana leak, 2 remand, dispel and 1 cryptic. The two post board games play out similarily, with myth turning the corner very quickly after verdict. Disenchant/spell snare/snapcaster mage keeps cranial off the table pretty convincingly - all the other threats in the deck are just too slow to beat verdict.
4-1-1
I got into top8 on tiebreaks.
Quarterfinals against my round 5 opponent played out exactly the same as round 5. Lost in two straight matches, with the sideboard games being even harder since he brings in 13 cards for the matchup including Crucible (negates, clique etc).
So there you have it, Jeskai Nahiri was my nemisis in this event. Anyone have suggestions for dealing with it? Purge and shadow didn't seem like enough. Teferi seemed bad as I could never win a counter war to get him into play - thinking of replacing elpeth and teferi with 2 negates.
I agree that there is some matchups (ad naus, scapeshift, tron) that are just shard matchups. Crucible is really your best bet for the matchup other than spreading seas. geist of saint traft may be decent on sideboard for a faster clock.
Decks I'm playing in Modern right now:
URB Grixis Reveler (http://www.mtgvault.com/supast4r7/decks/modern-grixis-reveler/)
UB Faeries (http://www.mtgvault.com/supast4r7/decks/ub-fae-2/)
UW Azorious Control (http://www.mtgvault.com/supast4r7/decks/modern-ojutai-control-2/)
my list is a little tailored for my local meta which has grown quite URx (blue moon and jeskai control) and GBx heavy lately. I'm cutting Sphinx's Rev in favor of 4 AV's and 2 SV's simply because I haven't had the easiest time in the world resolving a Rev lately. I'm gonna keep at least some number of SV's around to help smooth out draws, but running 4 feels like too many maybe I want a 3/3 split on AV/SV not certain yet.
So far the only ways I've beaten the GB decks is by resolving Elspeth, Sun's Champion which is probably what I want to do.
4x Ancestral Vision (testing these)
4x Celestial Colonnade
4x Cryptic Command
2x Detention Sphere
2x Elspeth, Sun's Champion
4x Flooded Strand
4x Ghost Quarter
2x Glacial Fortress
3x Hallowed Fountain
3x Island
3x Kitchen Finks
4x Path to Exile
2x Plains
3x Polluted Delta
3x Remand
4x Restoration Angel
2x Serum Visions
3x Snapcaster Mage
2x Spell Snare
2x Supreme Verdict
1x Celestial Purge
1x Disenchant
2x Dispel
1x Negate
1x Rest in Peace
3x Runed Halo
2x Stony Silence
1x Supreme Verdict
3x Timely Reinforcements
Link to deck @ TappedOut.net
i dont like ancestral vision here (maybe in SB), but test them anyway!
-2 resto angel
-1 cryptic command (4 is way to much)
-1 finks
-1 remand
+4 wall of omens
+1 supreme verdict
to me wall of omens is one of the MVP card of this deck, 4 command is way too much, and 3 sweeper is needed.
maybe add another spell snare (mvp vs GBx) and if you still have problem with GBx, Wilt-Leaf Liege in the SB is great against liliana.
i like last breath too, for the card i fear the most in that match up (dark confidant).
This is my current list when I get the money for it. I have 90 percent of it.
Decks I'm playing in Modern right now:
URB Grixis Reveler (http://www.mtgvault.com/supast4r7/decks/modern-grixis-reveler/)
UB Faeries (http://www.mtgvault.com/supast4r7/decks/ub-fae-2/)
UW Azorious Control (http://www.mtgvault.com/supast4r7/decks/modern-ojutai-control-2/)
Here's the list I am running now:
4 Celestial Colonnade
4 Flooded Strand
4 Ghost Quarter
1 Godless Shrine
2 Hallowed Fountain
1 Minamo, School at Water's Edge
1 Mystic Gate
2 Tectonic Edge
1 Watery Grave
1 Swamp
2 Plains
2 Island
4 Path to Exile
3 Spell Snare
3 Mana Leak
4 Snapcaster Mage
3 Wall of Omens
2 Detention Sphere
3 Lingering Souls
1 Sphynx's Revelation
1 Vendilion Clique
2 Cryptic Command
3 Supreme Verdict
1 Venser, Shaper Savant
1 Dragonlord Ojutai
1 Elspeth, Sun's Champion
2 Dispel
2 Negate
2 Relic of Progenitus
2 Surgical Extraction
1 Disenchant
2 Runed Halo
2 Stony Silence
1 Crucible of Worlds
1 Wrath of God
I have the feeling the sideboard is very adaptable to the opponent, except for aggro decks, which one extra Wrath of God will have to do the job. In mirror, I usually win counter spell disputes, versus combo I feel like I have a chance with cemetery hate and runed halo, or stony silence vs. Thopter Foundry. I am really enjoying playing it so far.
I have a list I want to present, it splashes a few black sources just for the flashback on lingering souls. The idea behind this deck is a little less stack manipulation in exchange for more value.
4 Sword of the Meek
2 Thopter Foundry
1 Muddle the Mixture
Creature Sources (9 W/ Souls)
2 Wall of omens
3 Snapcaster Mage
3 Lingering Souls
1 Restoration Angel
Card Advantage (8)
3 ThoughtScour
3 Thirst for Knowledge
2 Cryptic Command
4 Path to Exile
2 Supreme Verdict
Counter Suite (5 w/o Muddle/Cryptic)
2 Mana Leak/Remand
1 Logic Knot
1 Dispel
1 Spell Snare
Land (25)
4 Flooded Strand
4 Polluted Delta
3 Celestial Colonnade
3 Hallowed Fountain
1 Watery Grave
4 Island
1 Plains
3 Ghost Quarter
1 Glacial Fortress
1 Drowned Catacomb
Most people seem to play the combo pieces in reverse order, with more copies of Foundry than Sword which I think is incorrect. I've been playing the version with more Foundry and I feel bad every time I have to pitch it to Thirst for Knowledge and I hate ever seeing more than 1 copy. In a shell with very few artifacts the Foundry itself doesn't play a role until you are ready to combo off, so in those cases the numbers of each piece doesn't matter. However, playing Lingering Souls allows Thirst to be better and the Sword to be the more useful piece until the combo is ready. We can take advantage of this by not being afraid to pitch Sword early to Thirst and by playing Thought Scour. With 4 Sword and 3 Lingering Souls, Thought Scour is going to be an instant 1cmc 2-for-1 22% of the time. Scour also makes Snapcaster better, not only by fueling the yard with instants/sorceries, but by allowing an end-step value snapcaster targeting the scour itself.
I haven't got a sideboard plan yet, but what do you guys think?
On another note I would suggesting adding one Academy Ruins for the extra recursion, having redundancy is never a bad thing.
Decks I'm playing in Modern right now:
URB Grixis Reveler (http://www.mtgvault.com/supast4r7/decks/modern-grixis-reveler/)
UB Faeries (http://www.mtgvault.com/supast4r7/decks/ub-fae-2/)
UW Azorious Control (http://www.mtgvault.com/supast4r7/decks/modern-ojutai-control-2/)
I'm looking forward to your results! As you already know, I finished 22nd out of 72 (4 and 3 record) at States in Glassboro, NJ with this list (more or less the same). I was as high as 12th before the 7th round.
Here's a brief summary of tournament report:
Round 1: 2-0 vs Grixis Control
Round 2: 1-2 vs BG CoCo Elves
Round 3: 2-0 vs RW Burn
Round 4: 2-1 vs Naya Burn
Round 5: 0-2 vs Mono U Tron (No Thopter/Sword)
Round 6: 2-1 vs RG CoCo Goblins
Round 7: 0-2 vs UWR Control
Conclusion:
Aside from the rough match up vs Mono U Tron, the deck performed consistently well throughout. Even though I lost 0-2 to UWR Control, it was close both games. I feel I'm slightly favored vs UWR Control, but he simply won the counter war angle.
We were also the only players on Jace, Memory Adept out of the board, which annoyed him when he found out I was on that tech too, as he hoped to be known as 'that Memory Adept guy', but gave me props for having the same idea as an alternative win condition that doesn't require winning through combat damage vs decks like Lantern, Thopter, and Company (Infinite Life combo). Needless to say, Memory Adept was great for both of us. I had to represent with a foil.
Stay tuned for more updates regarding this tournament, the deck's best cards, and what small changes I'm considering going forward.
I'll be playing a revised version of this deck for GP Charlotte. It's about 90% complete.
1 Sun Titan
3 Restoration Angel
2 Vendilion Clique
3 Kitchen Finks
1 Snapcaster Mage
4 Wall of Omens
Planeswalkers: 3
1 Gideon Jura
1 Elspeth, Knight-Errant
1 Jace, Architect of Thought
Spells: 18
3 Spell Snare
2 Remand
2 Negate
2 Cryptic Command
4 Path to Exile
2 Detention Sphere
3 Supreme Verdict
4 Flooded Strand
4 Celestial Colonnade
2 Hallowed Fountain
3 Glacial Fortress
4 Island
3 Plains
4 Ghost Quarter
1 Mystic Gate
1 Elspeth, Sun's Champion
1 Jace, Memory Adept
1 Gideon, Ally of Zendikar
2 Timely Reinforcements
3 Stony Silence
1 Rest in Peace
1 Celestial Purge
1 Disenchant
1 Dispel
1 Pithing Needle
2 Engineered Explosives
Update: 4/28/16
MD:
SB:
https://m.facebook.com/groups/948496198561183?view=permalink&id=991226647621471
[Tournament Report - SCG States] [Card Discussion - Jace, Memory Adept, Gideon, Ally of Zendikar, Timely Reinforcements, Engineered Explosives & More] [Deck Discussion - UWx Midrange Control] [Theorycrafting] [Neo Vid 10]
4/27/16 - Neo Vid 10
I share feedback regarding my deck's performance at SCG States (Glassboro, NJ), discuss some new powerful tech, and options to consider for this archetype going forward.
Enjoy!
Edit: I looked at the Elves player's graveyard, not sideboard.
MTG Modern - Competitive: UWx Midrange/Control
Facebook.com/ModernUWxControl
MTG Modern - Competitive: UWx Midrange/Control Community
Facebook.com/Groups/MTGModernUWx
I'm also an Admin for one of the premier Modern communities on Facebook:
Magic the Gathering: Modern Meta Masters
https://www.facebook.com/groups/ModernMetaMasters/
Round 1: Vs UWR Thopter
0-2
This is the guy who caused Wheel of sun and moon to go up to $20 dollars so he is very well versed with the deck since he has top 8ed states. Game 1 was rough for me since my paths/walls were useless. I also found it hard to tap out to play finks since I had to hold up mana for most of the game to prevent the thopter combo from coming out. This is the game where I needed that third snare to win (which I will get next time) He beats me by finding crucible and getting his academy ruins back which gives him the inevitability with his combo. Game 2 was rough since I never found and planeswalker or geist and he had combo by turn 6.
Round 2 vs Small Zoo
2-0
Game 1 the guy gets a super slow hand and I'm able to curve into my removal (turn 2 wall into turn 3 remand/path etc.) It doesn't help that the guy used Devastating Summons and saced most of his lands only to get hit by a d-sphere. I win by elspeth and Resto beats. Game 2 my opponent gets the god hand but I'm able to beat it by turn 2 remand into turn 3 timely reinforcements into turn 4 verdict. I win by sticking gideon jura and Colonnade.
Round 3 vs Merfolk
0-2
Game 1 was a grind fest and after casting verdict I'm unable to find any kind of wincon and I hit lands for 3 turns while he top decks a Master of waves to win. Game 2 played very similar but the difference was I found elspeth, knight-errant. He ignored it and hit me for 8 two times with his island walk mutavaults/silvergil adepts.
Round 4 vs BW tokens
2-0
Game 1 I felt bad for my opponent because I was able to assemble the Explosves lock with academy ruins which basically made it impossible for him to win. He scopes after I find Resto + finks. Game 2 I was able to cast verdict twice while he was stalled on lands. I win off of a elspeth, Sun's champion.
Thoughts on the build:
-This build seems like it has what it takes to win tournaments with a little bit of tuning
-Sun's champ is so good that maybe I should be running the card maindeck again.
-I need a 3rd snare to combat merfolk/thopters well.
-The explosives lock is nasty and will win you games if you can get it.
-Jace, architect of thought seemed to be a weak link in some matchups and great in others so maybe he should be sideboarded
-I never drew the geists so idk how they would have performed in the matchups where they are great.
-I probably need crucible on sideboard so I can deal with land hate in matchups like merfolk and tron.
-Like the leader of the thread said, timely's where crazy good.
-the one negate was great and I would recommend everyone to get one in your board.
-Gideon Jura is a crazy good card and elspeth was nice when I had an additional creature since she closed out games very fast.
-Perhaps I should get wheel of sun and moon and replace rest in peace with it so I dont have to side out snapcaster mage since wheel is basically one sided graveyard hate.
Decks I'm playing in Modern right now:
URB Grixis Reveler (http://www.mtgvault.com/supast4r7/decks/modern-grixis-reveler/)
UB Faeries (http://www.mtgvault.com/supast4r7/decks/ub-fae-2/)
UW Azorious Control (http://www.mtgvault.com/supast4r7/decks/modern-ojutai-control-2/)
I like the idea. Some thoughts (I'm no master deck-builder, so take it for what it's worth...)
- I think you want serum visions over thought scour, since it digs farther and scouring a thopter foundry into the yard would be frustrating.
- I'm unconvinced of the power of cryptic command here. More sweepers or removal might be better.
- Some number of kitchen finks and maybe another resto could be helpful. Provides life gain, chumpers, and a bit more Plan B when the combo doesn't work.
- Spellskite should be considered, maybe even mainboard.
- With all the draw, and especially if you reduce the number of counters in favor of removal and/or dudes, you could cut a couple lands.
- academy ruins for sure.
Just to be clear, users are not allowed to advertise or solicit on behalf of other sites/communities. If you want someone to discuss their results in another place, feel free to PM them and welcome them to a secondary community. Otherwise, keep all discussion within a thread focused on the deck and thread topic itself. Let me know via PM if you have any questions about this policy, and keep up the great UW Control development!
http://www.mtgvault.com/supast4r7/decks/modern-uw-midrange/
I added jace, memory adept to the side as well as pithing needle. Also added a snare and took out jace, architect of thought
Decks I'm playing in Modern right now:
URB Grixis Reveler (http://www.mtgvault.com/supast4r7/decks/modern-grixis-reveler/)
UB Faeries (http://www.mtgvault.com/supast4r7/decks/ub-fae-2/)
UW Azorious Control (http://www.mtgvault.com/supast4r7/decks/modern-ojutai-control-2/)
4 Snapcaster Mage
4 Wall of Omens
2 Vendilion Clique
Planeswalkers: (3)
2 Elspeth, Sun's Champion
1 Gideon Jura
Spells: (21)
3 Spell Snare
1 Detention Sphere
3 Cryptic Command
4 Mana Leak
2 Oujutai's Command
4 Path to Exile
1 Sphinx's Revelation
3 Supreme Verdict
4 Island
2 Plains
4 Celestial Colonnade
4 Flooded Strand
4 Ghost Quarter
2 Hallowed Fountain
1 Mystic Gate
2 Polluted Delta
1 Tectonic Edge
1 Crucible of Worlds
1 Glen Elendra Archmage
1 Rule of Law
2 Stony Silence
2 Disenchant
2 Dispel
2 Negate
1 Jace, Architect of Thought
3 Timely Reinforcements
And then I saw some other variants I really liked like the list Paul Cheon was streaming last night (05-12-16) At one point the Elspeth was in the board and Sun Titan was main, but I'm assuming he took out titan because of the graveyard hate in the board. The slot was filled by an Engineered Explosives. Also, I don't have Ancestral Vision yet so I'm filling the slot with Serum Visions, maybe this isn't a viable replacement, but I'm going to give it a shot.
4 Wall of Omens
1 Vendilion Clique
4 Kitchen Finks
3 Restoration Angel
Planeswalkers: (2)
1 Elspeth, Sun's Champion
1 Gideon Jura
Spells: (20)
4 Path to Exile
4 Serum Visions
3 Spell Snare
2 Remand
2 Detention Sphere
2 Cryptic Command
3 Supreme Verdict
4 Celestial Colonnade
4 Flooded Strand
4 Ghost Quarter
3 Hallowed Fountain
4 Island
2 Plains
2 Polluted Delta
1 Seachrome Coast
1 Mystic Gate
1 Windswept Heath
2 Condemn
1 Celestial Purge
2 Rest in Peace
2 Stony Silence
1 Dispel
2 Negate
1 Vendilion Clique
1 Glen Elendra Archmage
1 Grafdigger's Cage
1 Crucible of Worlds
1 Engineered Explosives
One build seems a little more control heavy while the second seems to lean more on a value midrange plan. What are people's expirences with either type of build? What match ups do you find favorable and unfavorable? I plan on testing each, but hearing other people's experiences is always helpful.
BLiliana, Heretical HealerB| |GTitania, Protector of ArgothG
GWBDoom Plane EnchantressBWG
UW UW Control | BWU Esper Control | U Ninja Bear Delver
UWG Roon, Blink 182 UWG
BUR Nicol Bolas, Multiversal Tyrant BUR
RGB Prossh, Part of a Balanced Breakfast RGB
It's not that great in here because we want to play answers/planeswalkers/value creatures that work with Resto. It's better to run answers in visions's spot. You can run it but we already have good matchups to grindy matchups.
Decks I'm playing in Modern right now:
URB Grixis Reveler (http://www.mtgvault.com/supast4r7/decks/modern-grixis-reveler/)
UB Faeries (http://www.mtgvault.com/supast4r7/decks/ub-fae-2/)
UW Azorious Control (http://www.mtgvault.com/supast4r7/decks/modern-ojutai-control-2/)
I used this deck to great success during the Eldrazi Winter - http://www.tcdecks.net/deck.php?id=20210&iddeck=154080
Does anybody know what he has changed for the Post-Eldrazi meta?
EDIT: Nevermind, I am a fool. This IS his post Eldrazi deck ><
GWSelvala and the Return to HumanityGW
UWDragonlord Ojutai, Control's Elder DragonUW
UBGTasigur, the God-Pharaoh's Gift to EDHUBG
UBRNicol Bolas and his Super
friendsPawnsUBRModern
UWUW Control/Midrange/Bad JundUW
WUBRGHumansWUBRG
BGMidrangeBG
Deck tech: https://www.youtube.com/watch?v=ZV0l7y6yDGs
vs Abzan : https://www.youtube.com/watch?v=jJi1mOXo7r4
vs Borderposts does nothing.dec : https://www.youtube.com/watch?v=ICof7tSZ42Y
Enjoy and i'd like some feedback. UW seems strong.
I stuck with my Myth realized build.
4 Snapcaster Mage
1 Timely Reinforcements
4 Path to Exile
4 Serum Visions
1 Dispel
3 Spell Snare
3 Mana Leak
2 Remand
1 Detention Sphere
4 Cryptic Command
4 Supreme Verdict
2 Hallowed Fountain
4 Celestial Colonnade
2 Mystic Gate
4 Island
3 Plains
2 Glacial Fortress
4 Ghost Quarter
2 Stony Silence
2 Shadow of Doubt
2 Celestial Purge
2 Runed Halo
2 Disenchant
1 Condemn
2 Spreading Seas
1 Teferi, Mage of Zhalfir
1 Elspeth, Sun's Champion
A few bullet points on the matchs:
Round 1: Abzan Company
This is the matchup that I'm aiming for. With so many paths available, finks has a hard time staying in play. Verdict cleaned up the rest, with Myth and snap turning the corner quickly. The sideboard saw condemn over timely, and shadow over remand. This match was an easy 2-0.
1-0
Round 2 Jeskai Nahiri
This was the first of 3 matches of the day against this exact 75 (two friends on the same 75). I lost the first gaame after about 40 minutes. Turns out Nahiri, the Harbinger is a great answer to both detention sphere and Myth realized. Drawing so many verdicts also hurt the card advantage war. I exchanged 4 verdicts, a path and timely for 2 shadows, 2 purges teferi and elspeth. Myth realized got there but only left us with 5 minutes for the final game, which didn't get decided before turns were finished.
1-0-1
Round 3 Kiki chord feat. Nahiri
This match was easy as well. The deck is not focuses on landing/protecting Nahiri, and is vulnerable to verdict. Sweeping away wall of roots, mana dorks etc was good, but he had many eternal witnesses which gave him some recursion. Very grindy, but eventually the myths got big enough that supreme verdict to clear the path allowed two large myths to finish the game in a single combat step. Game 2 saw shadow replace remand - which was pretty backbreaking with turn 1 myth into turn 2 shadow on his fetch. Game 2 was much less grindy as he wasn't able to ramp effectively.
2-0-1
Round 4 UG infect
Infect is a good matchup, but a bit harder on the draw. Remanding the fatal become immense and verdicting away a couple nobles and a blighted agent put him on the backfoot. Path - snap - path answered his next two threats, and myth closed out the game in short order. I brought in condemn, spreading seas and runed halo for timely, remand, detention sphere and a colonnade. I got blown out by a spell pierce went we fought over a become immense, losing game 2. Game 3 was brutal - I opened a hand with 4 counters a visions and two land. Every spell he played was answered, and runed halo naming inkmoth nullified every threat he played the whole game, snap beats were enough to get there this game.
3-0-1
Round 5 Jeskai Nahiri
This was the second player on this exact 75, and his play seemed just a bit tighter. He won a major counter war in the midgame as I was trying to land a myth, which allowed him to untap into Nahiri. I couldnt get a snap into play to pressure, and eventually he ultimated emrakul into play. I took out 4 verditcs, a path and timely for 2 shadows, 2 purges, teferi and elspeth. Game 2 he landed an early Crucible of Worlds and ghost quarter, and over a longer game eventually removed all my lands. Lost this one 0-2, and I'm not sure if this matchup is winnable. The decks are similar but Nahiri is a great answer to Myth, which combined with the Crucible plan was pressure on an axis I wasn't prepared enough for.
3-1-1
Round 6 Affinity
Game 1 is really hard, and I eventually lose to an cranial + inkmoth plan after clearing the rest of the threats. I bring in 2 disenchant, 2 stony silence, 2 spreading seas and condemn for 3 mana leak, 2 remand, dispel and 1 cryptic. The two post board games play out similarily, with myth turning the corner very quickly after verdict. Disenchant/spell snare/snapcaster mage keeps cranial off the table pretty convincingly - all the other threats in the deck are just too slow to beat verdict.
4-1-1
I got into top8 on tiebreaks.
Quarterfinals against my round 5 opponent played out exactly the same as round 5. Lost in two straight matches, with the sideboard games being even harder since he brings in 13 cards for the matchup including Crucible (negates, clique etc).
So there you have it, Jeskai Nahiri was my nemisis in this event. Anyone have suggestions for dealing with it? Purge and shadow didn't seem like enough. Teferi seemed bad as I could never win a counter war to get him into play - thinking of replacing elpeth and teferi with 2 negates.
KnightfallGWUR
Azorius Control UW
Burn RBG