I think cutting Snare could be correct because we just have no idea what the format is going to look like and snare requires a defined meta. I think the main thing i'm looking to do to in the early stages is try to fit remand into the deck. I also think if you're just trying to show horn him in this deck then yea, something like Gid5, Rev and Jace AoT seems like the place to start.
I don't see Tron gone. IMO whenever Blue Controls and Midranges are powerful, Tron will likely be a relevant force. Unless UW with our LD package proves to be the best U-Control based deck to use Jace, and it just outshines all the other U-Controls and Midranges that are going to rise with the unbannings, I think Tron will probably be still a thing on the format.
If Jeskai is the most popular Control and Jund the most popular Midrange, for example, Tron will likely rise with them IMO, because I don't believe Jace or BBE make much difference on their matches vs Tron. Jeskai or Jund will still probably lose hard to Tron, unless they become powerful enough that they can afford to play main deck land hate or spend half of their sideboards to fight Tron. I don't see it happening, but it's a possibility.
I'd say if there'll be a "best" Control in the format, this deck will probably be Jeskai, and the same goes for Jund being the best Midrange. Burns will probably be relevant again for fighting walkers on the Control Mirrors, or to try to beat the fast Aggros that'll just try to go under Jace. If I'm right, Jeskai/Jund probably beat the Aggros, the Aggros beat Tron and Tron beats Jeskai/Jund.
However, if UW proves to be the best U-Control in the format, and it keeps the land hate package, than I agree that Tron is probably gonna be kicked away from the format.
Important to mention: I don't believe there is gonna be one Tier 0~1 U-Control or Midrange in Modern now. I believe there'll probably be a lot of good Jace based decks and some BBE based Midranges. Sultai, Esper, Temur, Naya... who knows what could see play now?
I'm not 100% on cutting snares entirely. The two archetypes we're expecting to see increase of play are fast combo and aggro which makes snares better positioned since these decks also prey on big mana. 2-2 split of walls/snares could be could or playing condemns and dropping the walls may be good, I've always been super medium towards wall so I may just be trying to justify not playing them.
Totally agree. Jund will see an uptick and a lot of their best cards are 2 cmc. Countering opposing snappies is always great. One mana to stop a 2 mana spell in a linear deck will never go out of style
I don't like snare much either, but I feel like it works well with ancestral vision which allows you to aggressively trade.
I could see playing more wall of omens, but I want to try playing 4 wraths instead. Wrath plus wall isn't the best combo.
Entreat plus opt might be worth trying as closing out the game is a valid strategy and let's you steal some games vs unflavored board states. Playing more opts let's you justify 3-4 snapcaster.
Yea, wall and wrath are definitely a very good combo. I think Wall, into Gideon3 into wrath is what put UWx decks on map in modern. If the format is such that Verdict is still in a good spot, I look forward to jamming a bunch of walls. If verdict isn't good I might still Jam walls, but include restoration angels, and cliques and maybe Queller. I really have no idea how to approach UW right now.
IMO drop souls/godless shrine and a mystic gate. You'll have to be a little more specific on budget but I'm just assuming Snapcaster/colonnade are out although the more of those the better. Jace AoT is still a decent option as a walker and I'd drop gideon ally for another gideon of the trials, going up a search for azcanta would be ideal as well but again depends on the ton of money clause. Wall of omens are super good with gideon of the trials so I'd highly recommend going up to two gideon of the trials and 2+ walls. Browse around the past few pages here and there are plenty of lists that should give you an idea of where to take your list.
Personally I try to stay away from singleton cards as much as possible, though a single settle is totally fine here and pretty sweet.
Cards to pick up as budget allows
Colonnade -> Snapcaster -> Search for Azcanta -> Jace, The Bank Breaker.
Hi, this is my current deck, but as you can see, i don't own some crucial key cards, but, is it still is possible to play with this deck with favorable results?
Can you point me some kind of changes, so it can be more competitive, without spending a lot of money.
Thanks in advance
I second the Reverend's suggestions -- Wall of Omens and more Gideon of the Trials could be good. I also think that you could benefit from a few Restoration Angels if you choose to go that route. I wouldn't worry about the 2nd Snapcaster at this point, but without Colonnades you may need another Secure the Wastes, for example, as a wincon (which is partly why I suggested Resto). If you can get Colonnades, then that would probably be the first thing to pick up (they may be reprited in M25). But yeah, especially with all of the rush/token decks/lingering souls that are bound to be going around, Jace, Architect of Thought is probably still good. I also suggest a Condemn and a few Blessed Alliances for the sideboard.
I'm not sure you want to be playing Souls in this deck, as it's ironically somewhat low power-level for the mana invested (even if it does grind well).
Yeah I think that's why leaning a little harder on wall of omens may be the way to go, being able to blank hallow one's for a turn or just block bbe if it doesn't hit removal sounds solid. I'm totally in on the settle plan, apart from diversifying sweepers in the face of humans, 4x path and 4x field of ruin means chugging through basics is already a breeze.
Side note, anyone watch the modern super league last night? UW Miracles doing serious work.
I've been playing with 2x settle main for about a week and it feels pretty good. I also think that if we want to stay just UW with JTMS, we are probably going to want some number of additional main deck spot removal. I think the most obvious choices are Oust and Condemn, and I think Condemn combined with Settle puts opponents in an awkward spot. Blessed Alliance does this as well, but I prefer alliance in the side, if at all.
Yeah it really depends on who is casting, like when todd stevens was on I wasn't that much of a fan but the other games seemed pretty good.
For those curious here's the VOD at the time the UW Miracles list started playing. I'm also linking the lists from these two teams since one of them has a slightly altered version of our traditional list with 2 Jaces, and the miracles list played in this video.
Is a UW Miracles deck really still in need of 4 colonnades?
They are great, but still the most clunky part of the mana base. With Jace, more snapcasters and the angels the deck packs certainly more finisher than the typical UW control of last week.
Yeah I think it's probably best to shave revelation and big gideon and cut a land.
I want to experiment with ancestral vision, trade a bunch and refill with ancestral, or after all that trading have the last threat in Jace. I might want to main deck 1 white leyline just to mise, but it seems overpriced on mtgo at the moment.
I'm playing 14 untapped blue sources for the turn one vision/visions, and then just jamming a bunch of interactive cards and hoping to win with Jace or secure the wastes, and maybe colonnade. Secure seems sweet against opposing Jaces.
No idea if this is good, but it's fun brewing.
Don't you feel as if Ancestral Visions is competing with Jace? That's 8 draw spells that aren't live till turn 4, plus drawing 3 on the turn you want to slam Jace sounds awkward. I think Azcanta has a better synergy with Brainstorms.
Other than that, you've got basically the same idea as me. I'm heavy on Logic Knots and only have 2 Cryptic. That and 2 Cliques are maindeck. I hadn't considered needing to play additional fetches to make use of Jace; I've been playing UWR and Esper for too long...
With Jace as the only planeswalker, does one need Secure the Wastes as a finisher? Years of playing Miracles in Legacy tells me that winning with Jace is a "worst case scenario" thing and digging for Entreat is usually safer and faster, but Miracles didn't have Colonnades. I'm thinking 2 Snap, 2 Clique, and 4 Colonnade may be enough to finish games on time.
Is a UW Miracles deck really still in need of 4 colonnades?
They are great, but still the most clunky part of the mana base. With Jace, more snapcasters and the angels the deck packs certainly more finisher than the typical UW control of last week.
Yeah that is certainly possible, maybe two seachrome coasts or glacial fortresses
I'm not sure we can play UW Miracles. I think Jace can't reliably make Miracles work in Modern alone. We don't have Brainstorm and Top. If I were to try a Miracles in Modern I'd probably try a Bant build, with some copies of Nissa, Steward of Elements to try to help setup the Miracles. They do sinergize really well together too. Nissa can scry away unwanted cards that Jace puts on top of our library. Jace can setup lands or creatures for Nissa's 0 ability too. But I don't know if it's worth the effort.
The problem IMO is that the Miracles cards are brokenly efficient if Miracle triggers, but are super clunky and ineffective if they don't. Terminus is totally OP for W, but for 4WW it's just really slow in a format where Verdict costs 1UWW and it's still too slow sometimes. Entreat the Angels is really bad if we can't trigger its Miracles. And since we don't have other ways to reliably setup the Miracle's Triggers, we would be relying too much on Jace.
In the end, we would probably be trying to jam in a Jace to maybe start setting up one Miracles card for the fifth turn. If we just don't draw a copy of him, we're probably dead with a bunch of clunky cards in our hands. If Jace doesn't resolve, we're probably dead too. If resolves, we just spent our turn 4 to set up a wrath for W on turn 5 leaving 4 mana open, and Jace will likely die on the process (to a creature attack or Bolt). Doesn't seem much better than just casting a Verdict turn 4, and than play Jace on turn 5 facing an empty board.
IMO Miracles work(ed) in Legacy because they have Brainstorm and had Top. They also have FoW to protect themselves when they tap out for Jace on turn 4. We don't have these things, so I'm very skeptical about a Miracles deck in Modern.
Private Mod Note
():
Rollback Post to RevisionRollBack
Modern RBWMardu Pyromancer R.I.P. BG The Rock
Commander W Nahiri, the Lithomancer
I finally could finish my UW Control from my Jeskai Control IRL (still Jaceless though... ). I played on a small tournament and ended up 3-0-1. My list was the following (the Ghost Quarter was supposed to be the 4th Field of Ruin, but I couldn't get it yet):
Game 1 - I was able to ruin his mana base by casting Seas on two forests that had Sprawls enchanteds and D-Sphere exiling two Arbor Elves. He tried to play some of his Win Conditions, I countered or removed them all, and Gideon Jura won the game.
Side in: +1 Celestial Purge +1 Disdainful Stroke +1 Wrath of God +1 Blessed Alliance +1 Engineered Explosives
Side out: -1 Spell Snare -1 Cryptic Command -1 Supreme Verdict -1 Jace, Architect of Thought -1 Wall of Omens
Game 2 - He started with Utopia Sprawl again on a basic forest, I just played my Ghost Quarter and destroyed it. That way I gained enough time to play some lands and counter his Land Destructions. Than, Gideon Jura won the game again easily.
Match 2 - Abzan (2-0) - 2-0-0
Game 1 - He started aggressively striping my hand with a bunch of Iok and Seizes, than he played an Ooze. We both had nothing left and the Ooze hit me twice with nothing else going on. I found a Path and an Azcanta right after and he found a Liliana and a Lignering Souls. I got rid of the Ooze with the Path, and than Azcanta found me Jace and 3 Gideons that took out the game.
Side in: +1 Celestial Purge +1 Elspeth, Sun's Champion +2 Rest in Peace +1 Engineered Explosives +1 Blessed Alliance +1 Wrath of God
Side out: -2 Detention Sphere -2 Gideon of the Trials -1 Mana Leak -1 Logic Knot -1 Snapcaster Mage
Game 2 - Once again he stripped my hand with a bunch of Iok and Seizes and played a Bob on turn 2, that gave him a good card advantage. I played an Azcanta that he destroyed with a Maelstrom Pulse, and than I top decked a SV that found me a Path and than a Wall of Omens and a Rest in Peace on the scry. I removed Bob with the Path. He top decked a Goyf and passed the turn. I played the Wall into RiP. He top decked an Abrupt Decay that got rid of the RiP and make his Goyf alive again. I started the Colonnade beat down with 2 of them on the battlefield. He played an Ooze, removed my Wall and tried to race me, but he started the race behind thanks to some self-inflicted damage from Seizes, lands and Bob's triggers.
Match 3 - UB Mill (2-0) - 3-0-0
Game 1 - I really should've lost that game. I kept a bad hand against him (2 Paths and 1 Verdict). At least 1 of the Paths were useful to get rid of a Crab. He resolved a Fraying Sanity, and started to mill me fast and I had nothing to pressure him. Than I played a Spreading Seas on a Hideway land he had and found my last Gideon of the Trials (the other one was already on my graveyard). I played him and made the emblem. Than I started to beat him with 2 Colonnades. The first one died to a Fatal Push. I top decked a Cryptic Command that made me feel safe to start beating with Gideon. I survived around 4 or 5 turns thanks to Gideon, who won the game by himself.
Side in: +1 Engineered Explosives +2 Dispel +2 Rest in Peace +1 Runed Halo +1 Disdainful Stroke +1 Vendilion Clique
Side out: -2 Supreme Verdict -2 Wall of Omens -4 Spreading Seas
Game 2 - That game was kind of easy, since my opponent flooded so much. I had 2 Snappys on my opening hand and a RiP. I just played my Snapcasters early (one on Ambush Viper mode, and the other countering something), played RiP right after that and could beat him down. I managed to counter the most important plays he tried.
Match 4 - UB Mill (1-1) - 3-0-1
Game 1 - She curved perfectly with Crab, into Orb, into Sanity and I couldn't do much. When I started doing something I was already on the second half of my library.
Side in: +1 Engineered Explosives +2 Dispel +2 Rest in Peace +1 Runed Halo +1 Disdainful Stroke +1 Vendilion Clique
Side out: -2 Supreme Verdict -2 Wall of Omens -4 Spreading Seas
Game 2 - This game was really hard. I could counter and remove most of her spells and threats, but I couldn't draw into a Win Condition. The game gone long and I had no expensive counterspell left in hand, so I decided to start beating with Colonnade. She top decked an Orb and played it, and I just had a Dispel. Than we started to race each other. Every attack I did costed me 5 cards from my library thanks to Orb. She tried to Fatal Push the Colonnade, and I Dispeled it. She gained a turn with a Darkness but I managed to beat her with 5 or 6 cards left on my library.
Game 3 - She mulliganed to 5 and started with Crab into Polluted Delta, milling me a bunch. I had no Path, but I had my Runed Halo, which I played on turn 2 naming the Crab and it started milling her instead. She played a Set Adrift on my Halo and milled it with the Crab. I played an EE and destroyed the Crab. Than both of us could do nothing relevant and the time ran out. I believe I would have won the last game if we had time enough.
Well... that's the report. Really enjoyed playing with the deck. I tried shaving the 25th land for the 2nd Wall of Omens and felt a little short on mana sometimes, but I think that overall the deck ran really smoothly. I did flood sometimes too, so for now it doesn't seem like a bad call. Really tough to play vs Mill. Didn't expect to face any, and ended up paired with two of them.
And I would run the 4th seachrome before the 1st prairie stream haha. Early game its a tundra and late game its the same as colonnade in a deck with an average cmc of what, 2?
In the long run I'm sure the UW miracles lists floating aren't that good, the lack of brainstorm is obviously a huge downside. That said its something fun to try before returning to the land of traditional UW. That said setting up terminus with cards like telling time and serum visions in the early turns isn't actually that hard.
The first Prairie Stream has been excellent for me! A fetch-able "Tundra" in many parts of the game, awesome to fetch on endstep leaving more potential ETB untapped lands as draw options later. Someone in this forum questioned my use of a second Hallowed Fountain, and I replaced that with a PS to good results.
Yeah I think it's probably best to shave revelation and big gideon and cut a land.
I want to experiment with ancestral vision, trade a bunch and refill with ancestral, or after all that trading have the last threat in Jace. I might want to main deck 1 white leyline just to mise, but it seems overpriced on mtgo at the moment.
I'm playing 14 untapped blue sources for the turn one vision/visions, and then just jamming a bunch of interactive cards and hoping to win with Jace or secure the wastes, and maybe colonnade. Secure seems sweet against opposing Jaces.
No idea if this is good, but it's fun brewing.
Don't you feel as if Ancestral Visions is competing with Jace? That's 8 draw spells that aren't live till turn 4, plus drawing 3 on the turn you want to slam Jace sounds awkward. I think Azcanta has a better synergy with Brainstorms.
Other than that, you've got basically the same idea as me. I'm heavy on Logic Knots and only have 2 Cryptic. That and 2 Cliques are maindeck. I hadn't considered needing to play additional fetches to make use of Jace; I've been playing UWR and Esper for too long...
With Jace as the only planeswalker, does one need Secure the Wastes as a finisher? Years of playing Miracles in Legacy tells me that winning with Jace is a "worst case scenario" thing and digging for Entreat is usually safer and faster, but Miracles didn't have Colonnades. I'm thinking 2 Snap, 2 Clique, and 4 Colonnade may be enough to finish games on time.
Interesting points about AV. Going lower on the curve gives more flexibility for sure.
I haven't played that ancestral list yet. Jace wasn't legal on mtgo at the time. It was just a thought experiment to see what a deck would like like to maximize ancestral.
I think drawing a bunch of cards on your Jace turn is totally fine since it let's you make more decisions on when you want to tap low with Jace. Though I guess you're right and I have too many turn 4+ cards. Perhaps I should cut a couple of serum visions and a cryptic for some cheaper interaction.
I have a 4 day weekend so I'll get a lot of matches in. But I'll probably get rid of my cards shortly after to sell into the hype. And m25 will reprint stuff like colonnade which is really expensive on mtgo. And I'll buy back later.
If Jeskai is the most popular Control and Jund the most popular Midrange, for example, Tron will likely rise with them IMO, because I don't believe Jace or BBE make much difference on their matches vs Tron. Jeskai or Jund will still probably lose hard to Tron, unless they become powerful enough that they can afford to play main deck land hate or spend half of their sideboards to fight Tron. I don't see it happening, but it's a possibility.
I'd say if there'll be a "best" Control in the format, this deck will probably be Jeskai, and the same goes for Jund being the best Midrange. Burns will probably be relevant again for fighting walkers on the Control Mirrors, or to try to beat the fast Aggros that'll just try to go under Jace. If I'm right, Jeskai/Jund probably beat the Aggros, the Aggros beat Tron and Tron beats Jeskai/Jund.
However, if UW proves to be the best U-Control in the format, and it keeps the land hate package, than I agree that Tron is probably gonna be kicked away from the format.
Important to mention: I don't believe there is gonna be one Tier 0~1 U-Control or Midrange in Modern now. I believe there'll probably be a lot of good Jace based decks and some BBE based Midranges. Sultai, Esper, Temur, Naya... who knows what could see play now?
RBW
Mardu PyromancerR.I.P.BG The Rock
Commander
W Nahiri, the Lithomancer
Totally agree. Jund will see an uptick and a lot of their best cards are 2 cmc. Countering opposing snappies is always great. One mana to stop a 2 mana spell in a linear deck will never go out of style
I could see playing more wall of omens, but I want to try playing 4 wraths instead. Wrath plus wall isn't the best combo.
Entreat plus opt might be worth trying as closing out the game is a valid strategy and let's you steal some games vs unflavored board states. Playing more opts let's you justify 3-4 snapcaster.
There are a lot of ways to go with Jace.
Personally I try to stay away from singleton cards as much as possible, though a single settle is totally fine here and pretty sweet.
Cards to pick up as budget allows
Colonnade -> Snapcaster -> Search for Azcanta -> Jace, The Bank Breaker.
I second the Reverend's suggestions -- Wall of Omens and more Gideon of the Trials could be good. I also think that you could benefit from a few Restoration Angels if you choose to go that route. I wouldn't worry about the 2nd Snapcaster at this point, but without Colonnades you may need another Secure the Wastes, for example, as a wincon (which is partly why I suggested Resto). If you can get Colonnades, then that would probably be the first thing to pick up (they may be reprited in M25). But yeah, especially with all of the rush/token decks/lingering souls that are bound to be going around, Jace, Architect of Thought is probably still good. I also suggest a Condemn and a few Blessed Alliances for the sideboard.
I'm not sure you want to be playing Souls in this deck, as it's ironically somewhat low power-level for the mana invested (even if it does grind well).
UWB Esper Draw-Go Control (clicky)
UW Azorius Control (clicky)
Currently pursuing a degree in Biochemistry.
EDH: I've decided I don't like multiplayer formats.
Side note, anyone watch the modern super league last night? UW Miracles doing serious work.
Im probably too jaded, but I can't watch it as the commentators say too many incorrect and cringey things.
For those curious here's the VOD at the time the UW Miracles list started playing. I'm also linking the lists from these two teams since one of them has a slightly altered version of our traditional list with 2 Jaces, and the miracles list played in this video.
You can find all the lists here
They are great, but still the most clunky part of the mana base. With Jace, more snapcasters and the angels the deck packs certainly more finisher than the typical UW control of last week.
Other than that, you've got basically the same idea as me. I'm heavy on Logic Knots and only have 2 Cryptic. That and 2 Cliques are maindeck. I hadn't considered needing to play additional fetches to make use of Jace; I've been playing UWR and Esper for too long...
With Jace as the only planeswalker, does one need Secure the Wastes as a finisher? Years of playing Miracles in Legacy tells me that winning with Jace is a "worst case scenario" thing and digging for Entreat is usually safer and faster, but Miracles didn't have Colonnades. I'm thinking 2 Snap, 2 Clique, and 4 Colonnade may be enough to finish games on time.
Yeah that is certainly possible, maybe two seachrome coasts or glacial fortresses
The problem IMO is that the Miracles cards are brokenly efficient if Miracle triggers, but are super clunky and ineffective if they don't. Terminus is totally OP for W, but for 4WW it's just really slow in a format where Verdict costs 1UWW and it's still too slow sometimes. Entreat the Angels is really bad if we can't trigger its Miracles. And since we don't have other ways to reliably setup the Miracle's Triggers, we would be relying too much on Jace.
In the end, we would probably be trying to jam in a Jace to maybe start setting up one Miracles card for the fifth turn. If we just don't draw a copy of him, we're probably dead with a bunch of clunky cards in our hands. If Jace doesn't resolve, we're probably dead too. If resolves, we just spent our turn 4 to set up a wrath for W on turn 5 leaving 4 mana open, and Jace will likely die on the process (to a creature attack or Bolt). Doesn't seem much better than just casting a Verdict turn 4, and than play Jace on turn 5 facing an empty board.
IMO Miracles work(ed) in Legacy because they have Brainstorm and had Top. They also have FoW to protect themselves when they tap out for Jace on turn 4. We don't have these things, so I'm very skeptical about a Miracles deck in Modern.
RBW
Mardu PyromancerR.I.P.BG The Rock
Commander
W Nahiri, the Lithomancer
4 Celestial Colonnade
4 Flooded Strand
1 Hallowed Fountain
1 Prairie Stream
2 Glacial Fortress
3 Field of Ruin
1 Ghost Quarter
5 Island
3 Plains
Creatures (4)
2 Snapcaster Mage
2 Wall of Omens
Planeswalkers (5)
2 Gideon of the Trials
1 Gideon, Ally of Zendikar
1 Gideon Jura
1 Jace, Architect of Thought
4 Spreading Seas
2 Detention Sphere
2 Search for Azcanta
Sorcerys (7)
4 Serum Visions
3 Supreme Verdict
Instants (12)
4 Path to Exile
1 Mana Leak
1 Spell Snare
1 Negate
1 Logic Knot
3 Cryptic Command
1 Sphinx's Revelation
1 Elspeth, Sun's Champion
1 Vendilion Clique
2 Stony Silence
2 Rest in Peace
1 Runed Halo
2 Dispel
1 Disdainful Stroke
1 Celestial Purge
1 Blessed Alliance
1 Timely Reinforcements
1 Wrath of God
1 Engineered Explosives
Here's a report:
Match 1 - RG Ponza (2-0) - 1-0-0
Game 1 - I was able to ruin his mana base by casting Seas on two forests that had Sprawls enchanteds and D-Sphere exiling two Arbor Elves. He tried to play some of his Win Conditions, I countered or removed them all, and Gideon Jura won the game.
Side in: +1 Celestial Purge +1 Disdainful Stroke +1 Wrath of God +1 Blessed Alliance +1 Engineered Explosives
Side out: -1 Spell Snare -1 Cryptic Command -1 Supreme Verdict -1 Jace, Architect of Thought -1 Wall of Omens
Game 2 - He started with Utopia Sprawl again on a basic forest, I just played my Ghost Quarter and destroyed it. That way I gained enough time to play some lands and counter his Land Destructions. Than, Gideon Jura won the game again easily.
Match 2 - Abzan (2-0) - 2-0-0
Game 1 - He started aggressively striping my hand with a bunch of Iok and Seizes, than he played an Ooze. We both had nothing left and the Ooze hit me twice with nothing else going on. I found a Path and an Azcanta right after and he found a Liliana and a Lignering Souls. I got rid of the Ooze with the Path, and than Azcanta found me Jace and 3 Gideons that took out the game.
Side in: +1 Celestial Purge +1 Elspeth, Sun's Champion +2 Rest in Peace +1 Engineered Explosives +1 Blessed Alliance +1 Wrath of God
Side out: -2 Detention Sphere -2 Gideon of the Trials -1 Mana Leak -1 Logic Knot -1 Snapcaster Mage
Game 2 - Once again he stripped my hand with a bunch of Iok and Seizes and played a Bob on turn 2, that gave him a good card advantage. I played an Azcanta that he destroyed with a Maelstrom Pulse, and than I top decked a SV that found me a Path and than a Wall of Omens and a Rest in Peace on the scry. I removed Bob with the Path. He top decked a Goyf and passed the turn. I played the Wall into RiP. He top decked an Abrupt Decay that got rid of the RiP and make his Goyf alive again. I started the Colonnade beat down with 2 of them on the battlefield. He played an Ooze, removed my Wall and tried to race me, but he started the race behind thanks to some self-inflicted damage from Seizes, lands and Bob's triggers.
Match 3 - UB Mill (2-0) - 3-0-0
Game 1 - I really should've lost that game. I kept a bad hand against him (2 Paths and 1 Verdict). At least 1 of the Paths were useful to get rid of a Crab. He resolved a Fraying Sanity, and started to mill me fast and I had nothing to pressure him. Than I played a Spreading Seas on a Hideway land he had and found my last Gideon of the Trials (the other one was already on my graveyard). I played him and made the emblem. Than I started to beat him with 2 Colonnades. The first one died to a Fatal Push. I top decked a Cryptic Command that made me feel safe to start beating with Gideon. I survived around 4 or 5 turns thanks to Gideon, who won the game by himself.
Side in: +1 Engineered Explosives +2 Dispel +2 Rest in Peace +1 Runed Halo +1 Disdainful Stroke +1 Vendilion Clique
Side out: -2 Supreme Verdict -2 Wall of Omens -4 Spreading Seas
Game 2 - That game was kind of easy, since my opponent flooded so much. I had 2 Snappys on my opening hand and a RiP. I just played my Snapcasters early (one on Ambush Viper mode, and the other countering something), played RiP right after that and could beat him down. I managed to counter the most important plays he tried.
Match 4 - UB Mill (1-1) - 3-0-1
Game 1 - She curved perfectly with Crab, into Orb, into Sanity and I couldn't do much. When I started doing something I was already on the second half of my library.
Side in: +1 Engineered Explosives +2 Dispel +2 Rest in Peace +1 Runed Halo +1 Disdainful Stroke +1 Vendilion Clique
Side out: -2 Supreme Verdict -2 Wall of Omens -4 Spreading Seas
Game 2 - This game was really hard. I could counter and remove most of her spells and threats, but I couldn't draw into a Win Condition. The game gone long and I had no expensive counterspell left in hand, so I decided to start beating with Colonnade. She top decked an Orb and played it, and I just had a Dispel. Than we started to race each other. Every attack I did costed me 5 cards from my library thanks to Orb. She tried to Fatal Push the Colonnade, and I Dispeled it. She gained a turn with a Darkness but I managed to beat her with 5 or 6 cards left on my library.
Game 3 - She mulliganed to 5 and started with Crab into Polluted Delta, milling me a bunch. I had no Path, but I had my Runed Halo, which I played on turn 2 naming the Crab and it started milling her instead. She played a Set Adrift on my Halo and milled it with the Crab. I played an EE and destroyed the Crab. Than both of us could do nothing relevant and the time ran out. I believe I would have won the last game if we had time enough.
Well... that's the report. Really enjoyed playing with the deck. I tried shaving the 25th land for the 2nd Wall of Omens and felt a little short on mana sometimes, but I think that overall the deck ran really smoothly. I did flood sometimes too, so for now it doesn't seem like a bad call. Really tough to play vs Mill. Didn't expect to face any, and ended up paired with two of them.
Cheers!
RBW
Mardu PyromancerR.I.P.BG The Rock
Commander
W Nahiri, the Lithomancer
In the long run I'm sure the UW miracles lists floating aren't that good, the lack of brainstorm is obviously a huge downside. That said its something fun to try before returning to the land of traditional UW. That said setting up terminus with cards like telling time and serum visions in the early turns isn't actually that hard.
Interesting points about AV. Going lower on the curve gives more flexibility for sure.
I think drawing a bunch of cards on your Jace turn is totally fine since it let's you make more decisions on when you want to tap low with Jace. Though I guess you're right and I have too many turn 4+ cards. Perhaps I should cut a couple of serum visions and a cryptic for some cheaper interaction.
I have a 4 day weekend so I'll get a lot of matches in. But I'll probably get rid of my cards shortly after to sell into the hype. And m25 will reprint stuff like colonnade which is really expensive on mtgo. And I'll buy back later.