Went 3-1 with my previously posted 75, taking 2nd at my locals on breakers. It's been about 5 days so I don't remember much except I lost to the valakut guy that I beat last week, but this week he was running madcap and platinum emperion, making path a love-hate card in the matchup. how do we deal with that? thoughts are appreciated.
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Catch me playing control in every format I can!
Modern: UW, Jeskai, Grixis, Blue moon, Esper, Sultai, UB, UWish
Legacy: Miracles
Mostly curious, but why are we playing Wall of Omens & Restoration Angel instead of being more instant speed?
I've never been a fan of UW decks playing creatures and calling themselves "Control", and am looking for those of you playing the deck this way already to shed some light.
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Currently playing: MODERN BRG Jund WU Control UBRG Dredge BG Elves G Tron
Affinity
Building: WR Boros Burn UB Tezzerator
I also play Legacy, and EDH. Follow me at MTGPackFoils on Twitter.
The creature build with Wall/Finks/Resto gives you a solid base against aggressive lists like Burn that also allows you to quickly turn the corner. With the linearity of Modern, I've found that it's difficult to be purely reactive. The more midrange/control hybrid lists allow you to close the game out quicker while still allowing you to play at instant speed in many cases. Ultimately it comes down to play style. I've been on the creature plan for a while now and I've been having good results.
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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
Its so sad right now.
In GP Brisbane and GP Vancouver and even in SCG Modern Classic none of the UW deck make it to the top 32. Is the Environment is really hostile against UW build ?
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Modern
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Boros/Naya/Mardu Burn Abzan Rhino non Noble Hierach not active Jund Tarmoless not active
DnT White
Living End Jund Restore Balance Non Borderpost/ Borderpost not active U/W Titan Control not active Mardu Nahiri/Control not active
Which do you guys prefer, Ghost Quarter or Tectonic Edge?
Tec Edge is really good against all the Valakut decks and helps a lot in grindy matchups, but Ghost Quarter's speed might just be more necessary right now
I think playing heavier into finks/walls strategy is dependent on the meta you expect to see. For instance my local area has a large number of aggro decks (burn, affinity, infect) so the walls/finks help tremendously. I'm not opposed to dropping the walls if the meta slows down but I don't know if I'd want to drop finks/resto since having a clock is just too important in modern.
As far as GQ vs Tec Edge, I'm on the 4x GQ's. Just having the ability to disrupt tron early is huge for me.
I tested Dovin Baan for a league or two on MTGO and I found it quite upsetting. Many times there are many creatures on the field where jace's -1/0 ability would have been more relevant, also drawing one card VS digging three cards deep... Jace wins in my experience 8/10
I tested Dovin Baan for a league or two on MTGO and I found it quite upsetting. Many times there are many creatures on the field where jace's -1/0 ability would have been more relevant, also drawing one card VS digging three cards deep... Jace wins in my experience 8/10
exatly, jace +1 is relevant in several scenarios:
drop lingering souls to 0
allow resto angel/wall of omens to block 4 force creatures, thrun, tarmo, etc.
act like a fog/time walk and buy a full turn.
Alright guys, I'm going to post my good ol' do nothing U/W control list. I understand that this list isn't for everyone and i suspect most of you won't like it but it takes me back a few years to when playing control meant really screwing with your opponents head and making them cast the same spell turn after turn after turn. This list also isn't the best list ever but it sure is fun as hell to play.
The meta at my LGS is a lot of midrange,control, and tron with little bits of aggro and combo here and there. This deck has been loads of fun to play. Try it if you like or yell at me and tell me my deck is stupid. Either way, it has been tons of fun to play especially since its a lot harder to lose to tron with it. You basically get to lock them out of the game with boomerang and cryptic command.
The whole idea of the deck is like what control used to be when we got to just boomerang our opponents lands until we could drop a big bomb to win the game (in this case elspeth or Sphinx's Rev). You sort of just lock your opponent out for as long as you can and eventually win with mana advantage. It's not the best strategy but it sure is fun as hell to watch you opponent squirm for a bit while you get to just play stupid bounce spells for turns on end.
The reason I don't run path in the deck is pretty obvious. No need to give them more lands when I'm trying to get them stuck on 1-2 lands for a while. So I just play oust and condemn. Disallow used to be Shadow of Doubt and could easily go back but, I wanted an extra hard counter and disallow also stops fetch lands (just no cantrip). It was a trade off that I made reluctantly but I'll see how it turns out. Worst case scenario, we run out of relevant spells to cast from keeping them off lands and we just start smacking in with colonnades.
Anyways, I hope you guys don't mind mindless nonsense decks here and I hope at least someone tries and/or enjoys the list.
Quick question. What Deck fits in this thread? I mean, it's obviously UW Control, but is it only a Draw-Go Style of Deck or if I include Resto/Wall is it also included? I mean, my preferred style is a Draw-Go kind of deck but I have been wanting to toy with Resto and Wall in a UW Deck lately.
Quick question. What Deck fits in this thread? I mean, it's obviously UW Control, but is it only a Draw-Go Style of Deck or if I include Resto/Wall is it also included? I mean, my preferred style is a Draw-Go kind of deck but I have been wanting to toy with Resto and Wall in a UW Deck lately.
I'd say any style of UW control deck is welcome here, I think that the midrange version with finks/resto is more popular right now but I'm sure there are people here that play a more draw-go style that can provide input.
To be fair, I still believe Blade splicer is better than Kitchen Finks in that "Midrange" shell. I know all the hype has been around finks but, splicer has alway performed better for me. Maybe it was just my specific list though. Splicer is easier to cast, it's just as effective in the burn match up, it's better in the tron match up, and it's better in the affinity match up.
Just my 2 cents though. This is not me saying "splicer is absolutely better". I just feel like it does more in a lot of the match ups.
Thanks! I myself prefer those Decks choke-full of counterspells and draw, but it is necessary to be able to end the game "quickly" enough in Modern, thus I want to give the Resto/Wall a chance. Although it appears as though Modern is starting to slow down a bit.
Thanks! I myself prefer those Decks choke-full of counterspells and draw, but it is necessary to be able to end the game "quickly" enough in Modern, thus I want to give the Resto/Wall a chance. Although it appears as though Modern is starting to slow down a bit.
This is my Control/Midrange version of the U/W list. I've been developing the list over the past 2 years with a VERY good deck builder at my LGS. I know it's not the same list everyone else would be running but this list is very solid.
This is about 73/75 of the deck that I used to run (for reference). I took this to multiple SCG events stretching from Splinter Twin days until most recently about 6 months ago. This deck is always my "Go-To" if I'm unsure about what I want to play or if the deck I think I'm going to play just isn't good enough for the meta. This is the deck that has gotten me into multiple day 2's and would've gotten me cash multiple times if the pilot(me) wasn't such an idiot and making huge misplays left and right.
Anyways, I hope this helps and is a good starting point for you and your version of the deck.
I haven't seen Blade Splicer in a while. How's that working for you?
I like the list, but I would like more Snapcasters as it's friggin' Snapcaster Mage. I was thinking more of a 4 Wall/3 Snap/3 Angel split. Merely for value (but also to help against aggro), and to present a reasonable clock with the Angel.
In this list, Snapcaster Mage isn't all that good. Blade Splicer does enough work in aggro matches that you don't really need the value from Snap. Walls and Splicers jump in front of everything, Resto gets you value from blinking either one of them, and with the Ghost Quarters and Spreading seas, you can control their lands. As silly as it sounds, Spreading Seas and GQ help tremendously in the burn match. cutting them off of white or green or both slows them down a lot.
Like I said though, this list isn't for everyone. It's just the list that I've been using and working on. It's never the best list in the room but with the correct piloting, it's often times the most powerful or most robust list.
The downside tot he list is that the Tron Match up is still pretty tough. Even with all the land control, Tron has an inevitability against us. The best card in this match is Vendilion Clique.
I know very well the power of 4 Spreading Seas + 4 Ghost Quarter. The mana denial real, and coupled with counters gives plenty of time, I can give a first-hand account of it.
With that theory in mind, I want to try 4 Walls + 3 Tectonic Edge. There is not much pressure anymore of destroying Lands as Infect has dropped down, and the Walls should keep aggro at bay.
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Modern: UW, Jeskai, Grixis, Blue moon, Esper, Sultai, UB, UWish
Legacy: Miracles
i think he means that path the emperion net the valakut +1 mountain, so his main win con is very well alive and a strong clock.
I've never been a fan of UW decks playing creatures and calling themselves "Control", and am looking for those of you playing the deck this way already to shed some light.
MODERN
BRG Jund
WU Control
UBRG Dredge
BG Elves
G Tron
Affinity
Building:
WR Boros Burn
UB Tezzerator
I also play Legacy, and EDH. Follow me at MTGPackFoils on Twitter.
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
In GP Brisbane and GP Vancouver and even in SCG Modern Classic none of the UW deck make it to the top 32. Is the Environment is really hostile against UW build ?
------
Boros/Naya/Mardu Burn
Abzan Rhino non Noble Hierachnot activeJund Tarmolessnot activeDnT White
Living End Jund
Restore Balance Non Borderpost/ Borderpostnot activeU/W Titan Controlnot activeMardu Nahiri/Controlnot activeTec Edge is really good against all the Valakut decks and helps a lot in grindy matchups, but Ghost Quarter's speed might just be more necessary right now
As far as GQ vs Tec Edge, I'm on the 4x GQ's. Just having the ability to disrupt tron early is huge for me.
exatly, jace +1 is relevant in several scenarios:
drop lingering souls to 0
allow resto angel/wall of omens to block 4 force creatures, thrun, tarmo, etc.
act like a fog/time walk and buy a full turn.
4 Snapcaster Mage
Instants & Sorceries (24):
4 Oust
2 Condemn
3 Mana Leak
2 Disallow
4 Remand
4 Cryptic Command
4 Boomerang
1 Sphinx's Revelation
Planeswalkers (1):
1 Elspeth, Sun's Champion
2 Isochron Scepter
Enchantments (4):
4 Spreading Seas
Lands (25):
4 Flooded Strand
2 Hallowed Fountain
2 Plains
3 Island
1 Calciform Pools
4 Celestial Colonnade
4 Seachrome Coast
4 Ghost Quarter
1 Mystic Gate
2 Supreme Verdict
1 Wrath of God
1 Detention Sphere
1 Grafdigger's Cage
2 Dispel
1 Celestial Purge
2 Stony Silence
1 Disenchant
1 Blessed Alliance
1 Gideon Jura
2 Aven Mindcensor
The meta at my LGS is a lot of midrange,control, and tron with little bits of aggro and combo here and there. This deck has been loads of fun to play. Try it if you like or yell at me and tell me my deck is stupid. Either way, it has been tons of fun to play especially since its a lot harder to lose to tron with it. You basically get to lock them out of the game with boomerang and cryptic command.
The whole idea of the deck is like what control used to be when we got to just boomerang our opponents lands until we could drop a big bomb to win the game (in this case elspeth or Sphinx's Rev). You sort of just lock your opponent out for as long as you can and eventually win with mana advantage. It's not the best strategy but it sure is fun as hell to watch you opponent squirm for a bit while you get to just play stupid bounce spells for turns on end.
The reason I don't run path in the deck is pretty obvious. No need to give them more lands when I'm trying to get them stuck on 1-2 lands for a while. So I just play oust and condemn. Disallow used to be Shadow of Doubt and could easily go back but, I wanted an extra hard counter and disallow also stops fetch lands (just no cantrip). It was a trade off that I made reluctantly but I'll see how it turns out. Worst case scenario, we run out of relevant spells to cast from keeping them off lands and we just start smacking in with colonnades.
Anyways, I hope you guys don't mind mindless nonsense decks here and I hope at least someone tries and/or enjoys the list.
I'd say any style of UW control deck is welcome here, I think that the midrange version with finks/resto is more popular right now but I'm sure there are people here that play a more draw-go style that can provide input.
Just my 2 cents though. This is not me saying "splicer is absolutely better". I just feel like it does more in a lot of the match ups.
This is my Control/Midrange version of the U/W list. I've been developing the list over the past 2 years with a VERY good deck builder at my LGS. I know it's not the same list everyone else would be running but this list is very solid.
1 Snapcaster mage
3 Wall of Omens
4 Restoration Angel
3 Blade Splicer
1 Vendilion Clique
Instant/Sorcery:
4 Cryptic Command
2 Spell Snare
2 Negate
4 Path to Exile
2 Mana Leak
1 Oust
1 Sphinx's Revelation
2 Gideon Jura
Enchantments:
1 Detention Sphere
4 Spreading Seas
Lands:
4 Flooded Strand
2 Hallowed Fountain
3 Island
3 Plains
1 Calciform Pools
4 Celestial Colonnade
1 Mystic Gate
4 Ghost Quarter
2 Glacial Fortress
1 Moorland Haunt
2 Ceremonious Rejection
1 Detention Sphere
1 Celestial Purge
1 Disenchant
1 Crucible of Worlds
1 Glen Elendra Archmage
2 Condemn
1 Oust
2 Stony Silence
2 Aven Mindcensor
1 Wrath of God
This is about 73/75 of the deck that I used to run (for reference). I took this to multiple SCG events stretching from Splinter Twin days until most recently about 6 months ago. This deck is always my "Go-To" if I'm unsure about what I want to play or if the deck I think I'm going to play just isn't good enough for the meta. This is the deck that has gotten me into multiple day 2's and would've gotten me cash multiple times if the pilot(me) wasn't such an idiot and making huge misplays left and right.
Anyways, I hope this helps and is a good starting point for you and your version of the deck.
Edit: We also had many discussions about cutting the Snapcaster Mage, the Sphinx's Revelation, or the Oust for an additional land.
I like the list, but I would like more Snapcasters as it's friggin' Snapcaster Mage. I was thinking more of a 4 Wall/3 Snap/3 Angel split. Merely for value (but also to help against aggro), and to present a reasonable clock with the Angel.
Like I said though, this list isn't for everyone. It's just the list that I've been using and working on. It's never the best list in the room but with the correct piloting, it's often times the most powerful or most robust list.
The downside tot he list is that the Tron Match up is still pretty tough. Even with all the land control, Tron has an inevitability against us. The best card in this match is Vendilion Clique.
With that theory in mind, I want to try 4 Walls + 3 Tectonic Edge. There is not much pressure anymore of destroying Lands as Infect has dropped down, and the Walls should keep aggro at bay.