And, yes - I'd consider Jund and Junk Midrange Control decks, with or without Damnation in the main.
That close the discussion.
In evidence that, here, Midrange and Control are the same thing. Which is wrong. And Tap-out Control is another thing. Tap-Out Control is the Biava's version of Azorius Control, to make an example. Being flexible, versatile, and adaptable doesn't qualify a deck such as Control. Neither we're talking about which is better, or if one is more fitted for a certain metagame. We're just discussing about classification.
But, hey, your article says the opposite. It's obvious that I'm on the wrong side, then.
So, Affinity is a Burn deck because it has Galvanic Blast, is a Control because it can draw off Thoughtcast, and Combo because Plating and Ravager interacts well with all the other spells. Way to go, Affinity players!
The Affinity example is incorrect and not reflective of a hybrid. The same can be said about any deck that uses a minimal number to attack from X angle. For instance, just because my deck plays Dismember or Surgical Extraction doesn't immediately categorize my deck as Esper.
When this deck isn't playing the Midrange game (interaction + pressure through creatures), it does play cards similarly to a more traditional Control deck, like counters and removals (and not just a playset of each). In fact, post-board, a hybrid like this can run a full set of Verdicts, 6-8 spot removals, and 8-12 counters. Not all Midrange are alike, but UW can be considered one whether you're on 2-12 creatures or 12-16, though the latter is often referred to as UW Midrange Control or UW Tempo Control. Some Control decks are more aggressive than others, and not all have counters (Tron). Infect, for instance, is considered a Combo deck even though it doesn't have any traditional Combo cards except creatures + pump effects. It isn't as black and white as it seems.
It definitely does look like there are versions of this deck much closer to midrange, and versions that are a much harder control deck. The lists are still similar enough that after sideboarding each of them can transition into the other role (Midrange -> Control and Control -> Midrange), so it's really just up to the pilot's personal preference of play style. I personally am much more comfortable playing hard control decks, but that doesn't mean that there is no merit to versions with a slightly more aggressive / proactive plan.
Instead of getting caught up over how to classify the decks, a more productive discussion would be whether it's better to be more aggressive or reactive. My vote personally is towards reactive; UW has access to tons of reactive cards that can take over a game by creating tons of card advantage (such as Cryptic Command, Ojutai's Command, Sphinx's Revelation, and Supreme Verdict). If you want to play a more proactive plan with a backup control plan, Grixis tends to be better at that, using cards like Young Pyromancer, Gurmag Angler, and Tasigur alongside Lightning Bolt.
Indeed, though my issue with that approach is the durdling, which isn't favorable at a large, open field event like a GP, but is perfectly suitable for a known meta such as FNM or PT. If I was to go mostly reactive with less pressure, I'd switch to UWR as it can still win quicker if it needs to. It takes better advantage of windows of opportunity to close out the game than simply stalling and drawing into air. I watched Paul Cheon from Channel Fireball play this deck (Jace/Ojutai) and it ran into situations where it durdled too long and lost because he couldn't capitalize on that window of opportunity. Instead, he was waiting to draw Elspeth. Drawing into more irrelevant counters and draw vs decks you just want to put away (Infect, Affinity, Bogles, Tron, etc.) is very real. That is cringe-worthy.
It doesn't lock your opponent out like Lantern or Prison, so having pressure, or more win conditions, is highly recommended. Whether you go about this by adding 1 more Clique, 2-3 Geists in the board, or maybe Thing in the Ice, it should be considered. This is also to be considered because if G1 goes too long and you lose, you're a one dimensional deck that will likely repeat what happened in G1. This is why I don't prefer this approach and believe, from my perspective and experience, that the Midrange design is better for UW and for an open field with more variance. This approach also tends to have less dead cards (like Jund and Junk) vs more MU's, and can adapt accordingly post-board and shore up its weaker MU's (i.e. Tron).
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We're not talking about which kind of approach is better. We're discussing about classification. CLASSIFICATION, not differences in approach.
Then, I could agree with you on what's the better way for the archetype. Sure, why not. But it has nothing to do with the fact that most lists are Midrange decks with maindeck Wrath effects. Still Midrange remains.
I was responding directly to the person above me, and right now it mainly has 2-3 Cryptics and removals because it's been adapted to combat Eldrazi, but post-April, it likely goes back to playing 6-8 or so counters in the main with 10-12 after board.
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I think the issue BloodyRabbit_01 has is that the thread title is UW control and there is another thread UW midrange. It could be argued (at great length, to no one's benefit) as to exactly where the line between the two is.
Magicman657 rightly points out that efforts along those lines are mostly wasted. I drew the line at Supreme Verdict in the main, but if there is enough people who want that line changed in the OP, I could do that.
In my mind, the topic (which lists belong to control and midrange respectively) deserves no further discussion from those who have already voiced their position, and should be revisited only if there are substantial numbers of posters who feel that all finks/resto builds should go in the midrange thread.
Thanks.
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I think the issue BloodyRabbit_01 has is that the thread title is UW control and there is another thread UW midrange. It could be argued (at great length, to no one's benefit) as to exactly where the line between the two is.
Magicman657 rightly points out that efforts along those lines are mostly wasted. I drew the line at Supreme Verdict in the main, but if there is enough people who want that line changed in the OP, I could do that.
In my mind, the topic (which lists belong to control and midrange respectively) deserves no further discussion from those who have already voiced their position, and should be revisited only if there are substantial numbers of posters who feel that all finks/resto builds should go in the midrange thread.
Thanks.
Well-said. I think you could consider naming it UW Midrange/Control, but that's up to you. Thanks for this awesome Primer thread, though.
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I've been out of the game for a while and am thinking of getting into Modern since it's the main format played at my LGS. This is the current list I am thinking of running leaning towards control instead of midrange.
Just because you are playing 10-14 creatures doesn't make you a midrange only deck.
The Omens/Finks/Resto/Clique pkg is there as a way to stall or get value and trade (think of Finks as a removal sometimes as it trades and sticks around) with other creatures till we beat you with Colonnades, Gideon, Sun Titan, Elspeth. The problem with your definition of "control" is the game has changed, at least its definition in the Modern format. With no catch all answers like "Counterspell" or better filters like "Ponder" the very definition of what a deck is in Modern has changed. Control IMO has had to adapt to different tactics. At a Modern GP you have 2k decks show up. Of those 2k decks over a 100 different decks will register. The format is too large overall to have a Draw-Go style control deck. You will be hoping you have the correct answer for 100 decks with 2 colors. Not happening. It only works when you know that 50% will be on one deck (eldrazi).
So we play value creatures. (No true haymakers) They act as answers. They act to help extend the game into the later stages. We are still playing cards that replace themselves. Yeah no true draw spells like Revelation because overall it's too slow and yet again you could quite possibly dig forever and not find the right "spell" to answer something. So the 10-14 creatures have double value, they block well, they disrupt the opponents hand, they draw us cards. If our "instants" and "sorcery" spells don't line up well with what the opponent is playing then we have a back up plan and hopefully a Snap/Resto/Finks can get the job done. We know those cards are good against 90% of the meta. The last 2 years Wizards has printed cards with so much value that card advantage isn't what it used to be. Quality over Quantity these days. I for one refuse to rely on "mana leak" or 10 counters to get the job done. They are all conditional. So IMO control in modern is different. Control in modern has to be able to switch gears quickly. I mean look at Grixis "control". They can and will throw a Tasigur out turn 3. They play Kalitas. They can switch the corner instantly. The control you remember still exists, it is just played in Vintage and Legacy.
Just because you are playing 10-14 creatures doesn't make you a midrange only deck.
The Omens/Finks/Resto/Clique pkg is there as a way to stall or get value and trade (think of Finks as a removal sometimes as it trades and sticks around) with other creatures till we beat you with Colonnades, Gideon, Sun Titan, Elspeth. The problem with your definition of "control" is the game has changed, at least its definition in the Modern format. With no catch all answers like "Counterspell" or better filters like "Ponder" the very definition of what a deck is in Modern has changed. Control IMO has had to adapt to different tactics. At a Modern GP you have 2k decks show up. Of those 2k decks over a 100 different decks will register. The format is too large overall to have a Draw-Go style control deck. You will be hoping you have the correct answer for 100 decks with 2 colors. Not happening. It only works when you know that 50% will be on one deck (eldrazi).
So we play value creatures. (No true haymakers) They act as answers. They act to help extend the game into the later stages. We are still playing cards that replace themselves. Yeah no true draw spells like Revelation because overall it's too slow and yet again you could quite possibly dig forever and not find the right "spell" to answer something. So the 10-14 creatures have double value, they block well, they disrupt the opponents hand, they draw us cards. If our "instants" and "sorcery" spells don't line up well with what the opponent is playing then we have a back up plan and hopefully a Snap/Resto/Finks can get the job done. We know those cards are good against 90% of the meta. The last 2 years Wizards has printed cards with so much value that card advantage isn't what it used to be. Quality over Quantity these days. I for one refuse to rely on "mana leak" or 10 counters to get the job done. They are all conditional. So IMO control in modern is different. Control in modern has to be able to switch gears quickly. I mean look at Grixis "control". They can and will throw a Tasigur out turn 3. They play Kalitas. They can switch the corner instantly. The control you remember still exists, it is just played in Vintage and Legacy.
#Truth
I couldn't have said it better. Thanks for elaborating. I agree with every point you addressed.
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For those saying this deck isn't control - if Tribute to Hunger is considered a control card, particularly when it was played in Standard, then Finks is the reincarnation of that card in Modern. It blocks (trades) with a dude and gains life. It also allows for game against combo or opposing control decks (Tron, Blue Moon, UWR). The creatures used in this deck play two roles, as Birch explained. They allow you to not die while setting up for all the 4cmc+ cards you use to win the game (Verdict, Resto and planeswalkers/Colonnades). That right there is how most control decks play the game, and just because a deck fails to use "counter target spell" cards, doesn't mean it is not a control deck. It's about approach, and all the UW mages understand this if they have chosen to select this "midrange" style
For those saying this deck isn't control - if Tribute to Hunger is considered a control card, particularly when it was played in Standard, then Finks is the reincarnation of that card in Modern. It blocks (trades) with a dude and gains life. It also allows for game against combo or opposing control decks (Tron, Blue Moon, UWR). The creatures used in this deck play two roles, as Birch explained. They allow you to not die while setting up for all the 4cmc+ cards you use to win the game (Verdict, Resto and planeswalkers/Colonnades). That right there is how most control decks play the game, and just because a deck fails to use "counter target spell" cards, doesn't mean it is not a control deck. It's about approach, and all the UW mages understand this if they have chosen to select this "midrange" style
Indeed. All great points. That's what I was referring to in my article and comments. If any of you are interested in more theorycrafting regarding this form of control, I have videos in my community on FB discussing them, why it's a great direction for UW in Modern (since 2012's Delverless and UW Titan Control), and how my deck was designed with these factors in mind.
I would never discourage anyone from playing what they love or prefer, but I've shared reasons to consider when playing UW Control in this format. I prefer the Midrange Control approach for those reasons. That's all.
I think a lot of of the decks listed play more like mid-range decks. That's fine. They tend to work by surviving the early pressure, stabilizing the board, then pressuring with efficient threats like Sun Titan or Planeswalkers. The place where it starts to feel more like control than most of the other midrange decks is that it doesn't have the cheap, efficient beaters that Grixis midrange, Jund or Junk decks have.
In those decks there is constant pressure from Tassigur, Garmog Angler, Tarmogoyf and Siege Rhino. Those cards can be dropped for 1-4 mana and provide huge 4/5 (or similar) creatures.
These UW decks have none of that. The creatures provide value, but they're not trying to beat other decks on efficiency. They're mostly stalling until they can win with one of a few kill spells, which are cards like Sun Titan, Elspeth or Gideon which close out the games. Chip-damage wins happen, sure, but they're not the focus of the deck.
I think that's what separating these two styles of decks. The creatures in these decks aren't the primary win cons, they're closer to tempo cards. A deck like Jund or Junk will have most of it's creatures as possible win cons.
That said, I like the low-creature-count control versions better just from a play-style perspective.
so why is non snapcaster builds aren't running rest in peace in their sideboard? That card completely hoses many decks worse than stony silence hits affinity. It hits: Living end, snapcaster decks(UWR, grixis, some UW variants, esper), tarmogoyf decks (jund/abzan), abzan company, tron (makes eldrazi not shuffle), Grishoalbrand, and dredge/loam decks. Once you drop the card they can't play magic anymore until they get rid of it. I know that it hurts finks a bit but the pay off is worth it imho.
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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'm actively recruiting a team of experienced players who are proficient in, and are playing, UW Midrange Control, which is more or less based off of Yuuya Watanabe's shell that took 10th at the World Championship last year:
I'm capping off at 20 people for the team. We'll be discussing and optimizing this archetype, adapting it to the meta, prep for FNM and events (i.e. GP Charlotte), share tournament results, and more.
If you're interested, please comment below and share your years of experience and list you're playing. If you qualify, I'll PM you.
Thank you!
#TeamUW
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so why is non snapcaster builds aren't running rest in peace in their sideboard? That card completely hoses many decks worse than stony silence hits affinity. It hits: Living end, snapcaster decks(UWR, grixis, some UW variants, esper), tarmogoyf decks (jund/abzan), abzan company, tron (makes eldrazi not shuffle), Grishoalbrand, and dredge/loam decks. Once you drop the card they can't play magic anymore until they get rid of it. I know that it hurts finks a bit but the pay off is worth it imho.
UW rarely drops Snapcasters, and even if it does, there are Finks, Jace VP, Sun Titan, Ocommand, Logic Knot, all cards that see play in this shell more or less.
Also, UW has a good matchup against BGx generally. RIP seems horrible against Tron. I don't really care about Emrakul shuffling back in his deck, I prefer playing artifact destruction, more countermagic, Stony Silence and other wincons instead of RIP. Against combo decks, counterspells always are the solution and UW probably is favored against UWR. So I don't see much utility in Rest in Peace.
On the other hand, Stony Silence is really needed, since it wrecks Affinity, greatly slows Tron, nullifies Lantern and hits Aether Vial decks.
The fact that you mentioned: Jace, sun titan, ocmmand and logic knot sells the argument that RIP is a great sideboard card. You also failed to mention the other decks that I listed where the card is great into. It also makes more sense to me to run rest in peace which shuts off many decks from working than to run grafdigger's cage
Not wrong, but Relic Of Progenitus is the go to option in place of RIP. Cage is pretty specifically targeting Company right now, and that's a little too narrow. Relic gives steady disruption, and a cantrip. You can control it affecting your own finks, snapcaster etc. I like RIP, and when its good it shuts some games down. But for broad application, Relic is the card for me.
Myth Realized is the hero that draw-go UW control needed. It is common for it to be 6/6 by turn 5 and it closes out the game very fast. I know this card is not popular - I feel like no one is giving it a chance because the finks/omens/resto build is a well tested answer to aggro. More interaction + snap + timely reinforcements offers similar resilience to aggro while improving your combo matchups with more interaction in the maindeck.
My favourite line of play for my myth realized build involves an early myth with serum visions/counters/snappy until turn 4, cryptic tapping (+counter or draw, game depending) their team into a turn 5 verdict and swing with myth realized. This line of play is nearly impossible for the aggro decks to beat (infect, zoo, burn, affinity, Gxx company). Affinity is the most resilient to it because of creaturelands, but it's not easy for them and the sideboard games get worse.
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You can only run 4 Myths so sometimes you won't even draw it. Dies to virtually anything and doesn't work on itself. Can be chumpblocked easily. No, 4 Myths don't grant the same clock a Vendilion - Finks - Resto package does. And all Myth does is attacking while these creatures have crucial abilities.
They control the pace of the game and actually make Verdicts better by forcing overextension (possibly 3 and 4 for 1 while allowing you to keep your Finks) and making your 5 and 6 drops more threatening as your opponent will likely use their resources on your early to mid-game creatures.
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The criticism of Myth Realized offered in the past couple posts here have been kind of mind boggling. While it has shortcomings, "win-more" and "you can only play 4" are just strange to see given as strikes against it.
Myth Realized is most certainly not a "win-more" card. It forces similar over-extension to wall/finks since it sticks around after a verdict. The main factor that makes the card good is that it is a 1 mana finisher that rewards you for playing draw-go. Casting supreme verdict on turn 4 is only a win if you can turn the corner fast. If it wasn't clear, I was advocating the card as an alternative to the finks/omens/clique/resto package we see to make a draw-go style deck. This allow you to run more early interaction, and more of our best card advantage/selection spells like cryptic, snapcaster and serum visions. Being able to play serum visions has been a huge boon for the build as it helps find the correct answer - and turn 3 snap + visions gives you a chump while digging for your verdict or cryptic.
Being limited to 4 is a strange criticism. All cards suffer from that feature, but it is a particularly curious criticism of a card that rewards you for running Serum Visions and max Snapcaster Mage - two cards that greatly increase the consistency of the deck. In fact, Myth Realized is a card that helps consistency through its synergies, not hinders it.
The list I'm offering as a proper context to play the card can be found just under the OP. This is a card for a reactive build of UW control, not the tap-out (aka Midrange-Control) version that is commonly seen.
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Indeed, though my issue with that approach is the durdling, which isn't favorable at a large, open field event like a GP, but is perfectly suitable for a known meta such as FNM or PT. If I was to go mostly reactive with less pressure, I'd switch to UWR as it can still win quicker if it needs to. It takes better advantage of windows of opportunity to close out the game than simply stalling and drawing into air. I watched Paul Cheon from Channel Fireball play this deck (Jace/Ojutai) and it ran into situations where it durdled too long and lost because he couldn't capitalize on that window of opportunity. Instead, he was waiting to draw Elspeth. Drawing into more irrelevant counters and draw vs decks you just want to put away (Infect, Affinity, Bogles, Tron, etc.) is very real. That is cringe-worthy.
It doesn't lock your opponent out like Lantern or Prison, so having pressure, or more win conditions, is highly recommended. Whether you go about this by adding 1 more Clique, 2-3 Geists in the board, or maybe Thing in the Ice, it should be considered. This is also to be considered because if G1 goes too long and you lose, you're a one dimensional deck that will likely repeat what happened in G1. This is why I don't prefer this approach and believe, from my perspective and experience, that the Midrange design is better for UW and for an open field with more variance. This approach also tends to have less dead cards (like Jund and Junk) vs more MU's, and can adapt accordingly post-board and shore up its weaker MU's (i.e. Tron).
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I was responding directly to the person above me, and right now it mainly has 2-3 Cryptics and removals because it's been adapted to combat Eldrazi, but post-April, it likely goes back to playing 6-8 or so counters in the main with 10-12 after board.
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Magicman657 rightly points out that efforts along those lines are mostly wasted. I drew the line at Supreme Verdict in the main, but if there is enough people who want that line changed in the OP, I could do that.
In my mind, the topic (which lists belong to control and midrange respectively) deserves no further discussion from those who have already voiced their position, and should be revisited only if there are substantial numbers of posters who feel that all finks/resto builds should go in the midrange thread.
Thanks.
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Well-said. I think you could consider naming it UW Midrange/Control, but that's up to you. Thanks for this awesome Primer thread, though.
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3x Snapcaster Mage
2x Wall of Omens
Planeswalkers 4
1x Jace, Architect of Thought
1x Gideon Jura
2x Elspeth, Sun's Champion
Spells 25
3x Condemn
4x Path to Exile
3x Mana Leak
2x Spell Snare
3x Cryptic Command
2x Ojutai's Command
4x Supreme Verdict
2x Sphinx's Revelation
2x Detention Sphere
4x Celestial Colonnade
4x Flooded Strand
4x Ghost Quarter
3x Glacial Fortress
2x Hallowed Fountain
4x Island
3x Plains
1x Tectonic Edge
1x Mystic Gate
2x Baneslayer Angel
1x Linvala the Preserver
2x Stony Silence
2x Rest in Peace
3x Spreading Seas
1x Dispel
2x Hallowed Moonlight
2x Negate
Also does anyone think we could include any SOI cards?
Just because you are playing 10-14 creatures doesn't make you a midrange only deck.
The Omens/Finks/Resto/Clique pkg is there as a way to stall or get value and trade (think of Finks as a removal sometimes as it trades and sticks around) with other creatures till we beat you with Colonnades, Gideon, Sun Titan, Elspeth. The problem with your definition of "control" is the game has changed, at least its definition in the Modern format. With no catch all answers like "Counterspell" or better filters like "Ponder" the very definition of what a deck is in Modern has changed. Control IMO has had to adapt to different tactics. At a Modern GP you have 2k decks show up. Of those 2k decks over a 100 different decks will register. The format is too large overall to have a Draw-Go style control deck. You will be hoping you have the correct answer for 100 decks with 2 colors. Not happening. It only works when you know that 50% will be on one deck (eldrazi).
So we play value creatures. (No true haymakers) They act as answers. They act to help extend the game into the later stages. We are still playing cards that replace themselves. Yeah no true draw spells like Revelation because overall it's too slow and yet again you could quite possibly dig forever and not find the right "spell" to answer something. So the 10-14 creatures have double value, they block well, they disrupt the opponents hand, they draw us cards. If our "instants" and "sorcery" spells don't line up well with what the opponent is playing then we have a back up plan and hopefully a Snap/Resto/Finks can get the job done. We know those cards are good against 90% of the meta. The last 2 years Wizards has printed cards with so much value that card advantage isn't what it used to be. Quality over Quantity these days. I for one refuse to rely on "mana leak" or 10 counters to get the job done. They are all conditional. So IMO control in modern is different. Control in modern has to be able to switch gears quickly. I mean look at Grixis "control". They can and will throw a Tasigur out turn 3. They play Kalitas. They can switch the corner instantly. The control you remember still exists, it is just played in Vintage and Legacy.
#Truth
I couldn't have said it better. Thanks for elaborating. I agree with every point you addressed.
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Indeed. All great points. That's what I was referring to in my article and comments. If any of you are interested in more theorycrafting regarding this form of control, I have videos in my community on FB discussing them, why it's a great direction for UW in Modern (since 2012's Delverless and UW Titan Control), and how my deck was designed with these factors in mind.
I would never discourage anyone from playing what they love or prefer, but I've shared reasons to consider when playing UW Control in this format. I prefer the Midrange Control approach for those reasons. That's all.
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In those decks there is constant pressure from Tassigur, Garmog Angler, Tarmogoyf and Siege Rhino. Those cards can be dropped for 1-4 mana and provide huge 4/5 (or similar) creatures.
These UW decks have none of that. The creatures provide value, but they're not trying to beat other decks on efficiency. They're mostly stalling until they can win with one of a few kill spells, which are cards like Sun Titan, Elspeth or Gideon which close out the games. Chip-damage wins happen, sure, but they're not the focus of the deck.
I think that's what separating these two styles of decks. The creatures in these decks aren't the primary win cons, they're closer to tempo cards. A deck like Jund or Junk will have most of it's creatures as possible win cons.
That said, I like the low-creature-count control versions better just from a play-style perspective.
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/)
[Community Announcement] [Team Recruiting] [Yuuya Watanabe] [UW Midrange Control]
I'm actively recruiting a team of experienced players who are proficient in, and are playing, UW Midrange Control, which is more or less based off of Yuuya Watanabe's shell that took 10th at the World Championship last year:
4 Kitchen Finks
3 Restoration Angel
1 Sun Titan
4 Wall of Omens
2 Dragonlord Ojutai
2 Vendilion Clique
Spells (18)
2 Detention Sphere
3 Cryptic Command
4 Path to Exile
2 Remand
4 Spell Snare
3 Supreme Verdict
3 Island
3 Plains
4 Celestial Colonnade
4 Flooded Strand
4 Ghost Quarter
2 Hallowed Fountain
4 Mystic Gate
1 Eiganjo Castle
1 Minamo, School at Water's Edge
1 Crucible Of Worlds
1 Grafdigger's Cage
1 Spellskite
2 Aven Mindcensor
1 Glen Elendra Archmage
2 Stony Silence
3 Threads of Disloyalty
1 Celestial Purge
1 Dispel
2 Negate
More Examples:
JB2002
MTGO PTQ - 2015
Record: 7-0
http://www.mtggoldfish.com/deck/306730#paper
Francesco Neo Amati
David Saucier Therrien
GP Detroit - 3/4/16
Record: 10-4-1
http://www.mtggoldfish.com/deck/382264#paper
The Resurrection & Evolution of Modern UW Control - Francesco Neo Amati
https://cardknocklifepodcast.wordpress.com/2016/03/11/the-resurrection-evolution-of-modern-uw-control/
I'm capping off at 20 people for the team. We'll be discussing and optimizing this archetype, adapting it to the meta, prep for FNM and events (i.e. GP Charlotte), share tournament results, and more.
If you're interested, please comment below and share your years of experience and list you're playing. If you qualify, I'll PM you.
Thank you!
#TeamUW
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/
Modern PTQ - 3/26/16
Record: 7-0
Tried and true. If you're looking for a traditional and great Control deck, then this is one of the best ways to go.
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/
The fact that you mentioned: Jace, sun titan, ocmmand and logic knot sells the argument that RIP is a great sideboard card. You also failed to mention the other decks that I listed where the card is great into. It also makes more sense to me to run rest in peace which shuts off many decks from working than to run grafdigger's cage
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 favourite line of play for my myth realized build involves an early myth with serum visions/counters/snappy until turn 4, cryptic tapping (+counter or draw, game depending) their team into a turn 5 verdict and swing with myth realized. This line of play is nearly impossible for the aggro decks to beat (infect, zoo, burn, affinity, Gxx company). Affinity is the most resilient to it because of creaturelands, but it's not easy for them and the sideboard games get worse.
KnightfallGWUR
Azorius Control UW
Burn RBG
They control the pace of the game and actually make Verdicts better by forcing overextension (possibly 3 and 4 for 1 while allowing you to keep your Finks) and making your 5 and 6 drops more threatening as your opponent will likely use their resources on your early to mid-game creatures.
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/
i like the card, but i dont like in the current decklist and the example above.
Myth Realized is most certainly not a "win-more" card. It forces similar over-extension to wall/finks since it sticks around after a verdict. The main factor that makes the card good is that it is a 1 mana finisher that rewards you for playing draw-go. Casting supreme verdict on turn 4 is only a win if you can turn the corner fast. If it wasn't clear, I was advocating the card as an alternative to the finks/omens/clique/resto package we see to make a draw-go style deck. This allow you to run more early interaction, and more of our best card advantage/selection spells like cryptic, snapcaster and serum visions. Being able to play serum visions has been a huge boon for the build as it helps find the correct answer - and turn 3 snap + visions gives you a chump while digging for your verdict or cryptic.
Being limited to 4 is a strange criticism. All cards suffer from that feature, but it is a particularly curious criticism of a card that rewards you for running Serum Visions and max Snapcaster Mage - two cards that greatly increase the consistency of the deck. In fact, Myth Realized is a card that helps consistency through its synergies, not hinders it.
The list I'm offering as a proper context to play the card can be found just under the OP. This is a card for a reactive build of UW control, not the tap-out (aka Midrange-Control) version that is commonly seen.
KnightfallGWUR
Azorius Control UW
Burn RBG