I was curious on the thoughts of rune snag vs. mana leak. I've been using the leaks but have access to rune snag. I do see my opponents bring in SB graveyard hate alone just because of Snapcaster and Tasigur so I'm curious how many people are running rune snag. I also only do 3 leaks and would imagine you would want to do all 4 snags.
I absolutely love Ob Nixilis. I think he is definitely a major powerhouse of a planeswalker and there has never been a time when I cast him that I regretted doing so. He's not as devastating on contact with the board in comparison to Bolas or an Ultimatum, but his plus is great for digging and his ult creates a great clock for your opponent, especially if they've been taking hits or eating burn spells. The only thing I'd say is his downside is his minus. The free kill on -3 is great, but it also hurts a lot if you're trying to get him up to his ult.
With Think Twice, it's mostly for the instant speed card draw and for the flashback, which really comes in handy if I'm in the late game and need some gas. It also synergizes with Ob's ult nicely if I manage to reach that point, it turns into Shock with a cantrip and flashback attached. I have been wanting to test out Ancestral Vision in its place now that it's been unbanned, but I haven't had much time over the past few days to get any testing in.
As for not having Snapcaster Mage, that's mostly because I'm out of work at the moment and don't have much cash to expend, with most of the money cards I have here being carry-overs from when I had money to burn. If I did have the cash to drop on Snaps, I'd love to slot them in over maybe the Gurmag Anglers. They are most definitely worth running.
Mystical Teachings works alright. It's kind of the same deal as Think Twice, most of the time if I have mana open and my opponent hasn't played anything worth countering, I'll use it on their end step and fetch a Cryptic Command or a Terminate. I am thinking about swapping it out for another Ultimatum if it ends up underperforming in the long run, but the singleton has been pretty good so far.
Remand I like as a two-of. It's great in the early game of course and it's still kind of okay to have in the late game. Any more than two is kind of a no-no in my opinion, I'd much rather have the full set of the mana leaks over a full set of remands since even in the late game, you can at least drop a mana leak, have your opponent tap out to pay the cost, then drop an Ultimatum or a Planeswalker on your next main phase without much resistance.
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-Modern- UUBBBRR Cruel Control BRG BRgBurn BR URStorm
-Commander- B Chainer, Dementia Master - Reanimator U Teferi, Temporal Archmage - Calimari Tribal [Retired] GB Ishkanah, Grafwidow - Delirium/Tokens
My thought is that a single teachings can let you skimp on a few cards in multiples.
If you are running AV you are running 4. GDD is amazing from what I can tell. It is a threat and can cast a lot of the spells you want including AV. This is what I am trying next 2 weeks.
With AV I think I can cut lands to 23. This maybe ill-advised and will be the first thing I look to fix.
My meta for people that I can count to show up weekly is Jeskai Burn (He plays this or Jund), Affinity, Tron, Elves, Izzet Blitz, merfolk and Kiki Chord.
Since I am the only one running black aside from Jund in the store Doom blade seems like an obvious sideboard card.
First rendition of my list since Louisville. With Eldrazi no longer the BBEG I feel that I no longer believe some cards are worth playing while other cards are even more important than ever. No more Grave Titan or Thoughtseize. New Meta looks like it will be low to the ground Aggro, GBx, and Blue Brews. My Jund/Junk matchup was never a problem so cutting the TItan isn't going to hurt the matchup all that much. The hand disruption will be mildly missed when playing against other Blue decks but I'm more worried dealing with Aggro than anything else.
Now more importantly than ever is stopping our opponents from casting their mean spells. I think Spell Snare and Kolaghan's Command are going to be great against Thopter Foundry.
Notoriously I have never liked Remand in decks like these but when your opponent is trying to resolve their Visions it is good to know you can cause such a huge tempo swing. It is also great in a counter war. I am going to try 1 for now. I'm hoping I don't need to run more than that considering it is pretty lousy against Aggro. Other big change is the creature ser up. Previously I was on 4 Snap and 2 Jace. Now I am going with the current split (3 Jace, 3 Snap, 1 GDD) because when the game goes long and I continue to draw excess lands or Visions I want to pitch them to jace so I don't have a dead card in hand. The Goblin likes this cause he can still cast these used Visions. With the K Command engine I can loop this for turns and just reap in all of the card advantage. In case anyone was wondering where are the Serum Visions from my testing I have not been impressed running both Ancestral Vision and Serum Visions. I'd rather pair AV with either Mystical Teachings or Epiphany at the Drownyard. I have plenty of raw draw power, but I just need to live long enough to run the game. Possibly Tasigur, the Golden Fang could make a comeback now that Reality Smasher isn't going to be everywhere
Anyone have any thoughts? Looking to take this to my LGS next week.
I am glad to see that we got an update to the primer, thank you lil_bolas. I am also glad to see that there is another person trying teachings. I personally prefer the teachings route for my cruel control deck. I am in the process of trying out a few of the shadows cards but till i actually decide which ones i would like to test that is on the back-burner of getting them. I have mogis main board as a test spot atm. he so far hasn't disappointed me.
for the questions i know are coming, i do not have the cash for jace/snap and i lost my 4th bolt (yea you can laugh i find it funny as well when i had 8 of them). there are cards i am considering putting in like volcanic fall out, attempting to put back in usz, thopter/sword, fumerole, reality hemorage (for etched champion), combust (mainly for creatures i would suddenly need to off), more devour flesh,sundroplet (this crd is so awesome given time), disrupting shoal or pact of negation (hey free counters), complete disregard (it's an instant), more crumbles, discard, pyroclasm (i would prefer fallout over this), magma jets (for the scry), vapor snags, suffer the past (i really wanna slap this back in, it has won me games i had no business winning before), aetherspouts ,cyclonic rift ,darkblast, telling times (anticipate is probably better), reality shift, pia and kiran nalaar, devastation tides, virulent plague (if tokens become more perevalent), geth's verdicts (for more untargeted removal), a turn//burn, and some oddball wincons in the form of caustic tar, goblinslide, or skywise teachings. a land i want to try putting back in is ancient ruins for the thopter sword combo.
i know that is a lot of cards to consider but thopter sword is at the top of the list to get added in. if anyone has any questions about the card choices in the deck or what i plan on adding let me know.
edit: i completely forgot about anger of the gods, call the skybreaker ( i will admit this card is very weird in a control deck due to us wanting lands), silumgar's command and trying out a sphinx's tutelage.
I am glad to see that we got an update to the primer, thank you lil_bolas. I am also glad to see that there is another person trying teachings. I personally prefer the teachings route for my cruel control deck. I am in the process of trying out a few of the shadows cards but till i actually decide which ones i would like to test that is on the back-burner of getting them. I have mogis main board as a test spot atm. he so far hasn't disappointed me.
I don't know why you would go through the trouble of adding in Mystical Teachings into your deck without any sort of instant speed sweeper I mean you have Consume the meek in the board but have you given thought to Kozilek's Return I also seen that you are running Teferi, Mage of Zhalfir I think I'd shove it into the main as well. I think you could reasonably cut a Shadow of Doubt to begin with and possibly Far // Away. I think this is the minimum teachings package and if you dont wish to run it as such I feel you are better off dropping to one teachings or even down to none which I personally prefer.
Alright well I know that my decks are often different from everyone else's view on Cruel Control, but this is where I will be starting in our new format. I am unsure of how good ancestral vision is after say turn 3 in most matches so I don't think I want the full 4 and I also happen to hate Jace, Vryn's Prodigy in modern the way I play but it may be a necessary evil to draw into more action and get rid of late copies of Ancestral Vision.
Starting off I am gonna try Izzet Charm to help cycle late copies of Ancestral Vision I think Goblin Dark-Dwellers is a cute idea and I will try it but i still think the underutilized star of Grixis is Kalitas, Traitor of Ghet. So with the above being stated my jumping off point will be as follows
I think the 4 AV are necessary if you play it because it give you more chance to get that t1 AV.
And any AV casted before turn 5-6 are still good if you're playing heavy control, turn 10 isn't rare you know (but any later and they become bad, you're right).
Though Jace could be nice by discarding them, allowing you to cast them later with GDD. I think I'll get myself one or two copy of Jace (or Desolate Lighthouse ?).
I think you have a solid reasoning behind having 4 Ancestral Vision but I just am not that into 4 of anything in our decks unless I think it absolutely unbeatable when I draw it. I honestly don't think I'm going to be unbeatable when I cast that card turn 1 against some decks..Most notably infect, and burn. I also could see issues to where they could even be a liability against said decks because they will race to beat the draw of 3 extra cards which may or may not be beneficial to us.
This is interesting to me but probably only as a 26th land because our color requirements are so strict most of the time that I really don't want to be casting ultimatum any later than turn 9 because of my colors not coming together. I do like the idea of dropping an Ancestral Vision into the yard and Jamming aGoblin Dark-Dwellers into play but how often is that really gonna work?
This card just plays terribly as my deck is currently configured...he isn't even close to being a snapcaster...he is good in the hand attack heavy versions but playing that deck feels like a bad jund deck...I mean with {card}Ancestral Visions[/card] it may be a better jund deck but we will have to wait and see how it all shakes out. I mean I think I'd love Jace, into liliana, into dark dwellers casting visions from the yard...but thats a different deck entriely i think.
Been busy with my new job and birthday so I checked out for a bit.
Everyone should run 3-4 Ancestral Vision without question! drawing so many cards in the midgame is back breaking for our enemies
I've been looking hard at Fevered Visions. I will report back after I test the card.
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Level 1 Judge
Level 2 in progress...
UUU Merfolk UUU "Above the waves you may be mighty indeed, but down here you belong to me."
-Empress Galina
UBR Cruel Control UBR "The essence of every world, every spell, and every thought is power. Nothing else matters, because nothing else exists."
-Nicol Bolas
Probably Serum Visions and other card advantage tools you may be using. I'm not quite sure yet what the ideal mix of cards is with AV in the mix. I'm still playing around with it.
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Level 1 Judge
Level 2 in progress...
UUU Merfolk UUU "Above the waves you may be mighty indeed, but down here you belong to me."
-Empress Galina
UBR Cruel Control UBR "The essence of every world, every spell, and every thought is power. Nothing else matters, because nothing else exists."
-Nicol Bolas
I'll admit the deck is a little wonky (I don't have any Snapcasters ) and the board looks like a mess, but I've been having fun and doing well at FNM. My question is what should I do if I wanted to take this to a bigger event? There is a new pro-series in the UK which I'd like to go to in May and this would probably be my deck.
I'm not a huge fan of teachings at the moment, I'd rather have more cards that do things! That said if Visions/Sword push us into a meta with real control decks then the line of Teachings for Teachings is one of the sweetest things you can do! I would say the maindeck Dispel is one of the most over performing cards in my list. It wins counter wars in game 1, counters Lightning Bolts and Path to Exiles as appropriate, snags Collected Company and generally does solid work. I could see cutting it for Spell Pierce in theory but pierce is terrible on turn 10 and Negate not being 1 mana makes it harder to do something like resolve a Keranos.
As for Tasigur, I don't really like him. He provides me with a clock, a big blocker and some card advantage but he isn't really amazing at any of the above. I'm considering Thing in the Ice // Awoken Horror as a replacement but need to run more tests.
I've ran thing in the ice as a one of and whenever i've gotten him, it doesn't take too long to flip him and end the game out. The feeling of being able to send out snapcasters to bolt or terminate just to get some advantage, folowed by the horror awakenining and sending the snaps back to your hand is just dirty. I know i want at least a second one in the deck.
I've played around with Redirect before, you can use it to pull many of the same tricks as Misdirection which is a powerful card. Not being free obviously makes this a lot worse but I do think its playable.
UUU Merfolk UUU "Above the waves you may be mighty indeed, but down here you belong to me."
-Empress Galina
UBR Cruel Control UBR "The essence of every world, every spell, and every thought is power. Nothing else matters, because nothing else exists."
-Nicol Bolas
I get what you are saying. We should use Imp's Mischief to redirect spells (bolas flavor text OP).
Graveyard hate can be tough, but those cards are easy to play around. Most modern decks take advantage of the yard so hate that kills both yards is not common.
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Level 1 Judge
Level 2 in progress...
UUU Merfolk UUU "Above the waves you may be mighty indeed, but down here you belong to me."
-Empress Galina
UBR Cruel Control UBR "The essence of every world, every spell, and every thought is power. Nothing else matters, because nothing else exists."
-Nicol Bolas
So i've played some matchups against burn and it is really rough. Does anyone use any SB cards for them specifically? Is there some anti burn we can use efficiently?
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I absolutely love Ob Nixilis. I think he is definitely a major powerhouse of a planeswalker and there has never been a time when I cast him that I regretted doing so. He's not as devastating on contact with the board in comparison to Bolas or an Ultimatum, but his plus is great for digging and his ult creates a great clock for your opponent, especially if they've been taking hits or eating burn spells. The only thing I'd say is his downside is his minus. The free kill on -3 is great, but it also hurts a lot if you're trying to get him up to his ult.
With Think Twice, it's mostly for the instant speed card draw and for the flashback, which really comes in handy if I'm in the late game and need some gas. It also synergizes with Ob's ult nicely if I manage to reach that point, it turns into Shock with a cantrip and flashback attached. I have been wanting to test out Ancestral Vision in its place now that it's been unbanned, but I haven't had much time over the past few days to get any testing in.
As for not having Snapcaster Mage, that's mostly because I'm out of work at the moment and don't have much cash to expend, with most of the money cards I have here being carry-overs from when I had money to burn. If I did have the cash to drop on Snaps, I'd love to slot them in over maybe the Gurmag Anglers. They are most definitely worth running.
Mystical Teachings works alright. It's kind of the same deal as Think Twice, most of the time if I have mana open and my opponent hasn't played anything worth countering, I'll use it on their end step and fetch a Cryptic Command or a Terminate. I am thinking about swapping it out for another Ultimatum if it ends up underperforming in the long run, but the singleton has been pretty good so far.
Remand I like as a two-of. It's great in the early game of course and it's still kind of okay to have in the late game. Any more than two is kind of a no-no in my opinion, I'd much rather have the full set of the mana leaks over a full set of remands since even in the late game, you can at least drop a mana leak, have your opponent tap out to pay the cost, then drop an Ultimatum or a Planeswalker on your next main phase without much resistance.
UUBBBRR Cruel Control
BRG BRgBurn
BR URStorm
-Commander-
B Chainer, Dementia Master - Reanimator
U Teferi, Temporal Archmage - Calimari Tribal [Retired]
GB Ishkanah, Grafwidow - Delirium/Tokens
If you are running AV you are running 4. GDD is amazing from what I can tell. It is a threat and can cast a lot of the spells you want including AV. This is what I am trying next 2 weeks.
1x Blood Crypt
2x Bloodstained Mire
2x Creeping Tar Pit
3x Island
1x Mountain
4x Polluted Delta
3x Scalding Tarn
1x Smoldering Marsh
2x Steam Vents
2x Swamp
2x Watery Grave
Instant (18)
1x Cryptic Command
1x Electrolyze
2x Kolaghan's Command
4x Lightning Bolt
1x Mystical Teachings
2x Remand
4x Rune Snag
3x Terminate
2x Goblin Dark-Dwellers
1x Keranos, God of Storms
2x Snapcaster Mage
1x Vendilion Clique
Sorcery (11)
4x Ancestral Vision
2x Cruel Ultimatum
2x Damnation
3x Serum Visions
Planeswalker (2)
1x Ashiok, Nightmare Weaver
1x Jace, Architect of Thought
3x Anger of the Gods
1x Batterskull
4x Dispel
3x Doom Blade
3x Fulminator Mage
1x Izzet Staticaster
With AV I think I can cut lands to 23. This maybe ill-advised and will be the first thing I look to fix.
My meta for people that I can count to show up weekly is Jeskai Burn (He plays this or Jund), Affinity, Tron, Elves, Izzet Blitz, merfolk and Kiki Chord.
Since I am the only one running black aside from Jund in the store Doom blade seems like an obvious sideboard card.
I look forward to testing this.
1 Blood Crypt
2 Bloodstained Mire
3 Creeping Tar Pit
2 Flooded Strand
3 Island
1 Mountain
4 Polluted Delta
1 Smoldering Marsh
2 Steam Vents
2 Sulfur Falls
2 Swamp
1 Watery Grave
Creatures (9)
1 Goblin Dark-Dwellers
3 Jace, Vryn's Prodigy
2 Kalitas, Traitor of Ghet
3 Snapcaster Mage
2 Cryptic Command
3 Kolaghan's Command
4 Lightning Bolt
3 Mana Leak
1 Remand
1 Slaughter Pact
2 Spell Snare
3 Terminate
Sorceries (7)
4 Ancestral Vision
1 Cruel Ultimatum
2 Damnation
2 Anger of the Gods
2 Ashiok, Nightmare Weaver
2 Countersquall
2 Dispel
2 Fulminator Mage
1 Izzet Staticaster
2 Pia and Kiran Nalaar
2 Vandalblast
First rendition of my list since Louisville. With Eldrazi no longer the BBEG I feel that I no longer believe some cards are worth playing while other cards are even more important than ever. No more Grave Titan or Thoughtseize. New Meta looks like it will be low to the ground Aggro, GBx, and Blue Brews. My Jund/Junk matchup was never a problem so cutting the TItan isn't going to hurt the matchup all that much. The hand disruption will be mildly missed when playing against other Blue decks but I'm more worried dealing with Aggro than anything else.
Now more importantly than ever is stopping our opponents from casting their mean spells. I think Spell Snare and Kolaghan's Command are going to be great against Thopter Foundry.
Notoriously I have never liked Remand in decks like these but when your opponent is trying to resolve their Visions it is good to know you can cause such a huge tempo swing. It is also great in a counter war. I am going to try 1 for now. I'm hoping I don't need to run more than that considering it is pretty lousy against Aggro. Other big change is the creature ser up. Previously I was on 4 Snap and 2 Jace. Now I am going with the current split (3 Jace, 3 Snap, 1 GDD) because when the game goes long and I continue to draw excess lands or Visions I want to pitch them to jace so I don't have a dead card in hand. The Goblin likes this cause he can still cast these used Visions. With the K Command engine I can loop this for turns and just reap in all of the card advantage. In case anyone was wondering where are the Serum Visions from my testing I have not been impressed running both Ancestral Vision and Serum Visions. I'd rather pair AV with either Mystical Teachings or Epiphany at the Drownyard. I have plenty of raw draw power, but I just need to live long enough to run the game. Possibly Tasigur, the Golden Fang could make a comeback now that Reality Smasher isn't going to be everywhere
Anyone have any thoughts? Looking to take this to my LGS next week.
UBx Tezzeret: http://tappedout.net/mtg-decks/18-06-17-ub-tezzeret/
1 dragonskull summit
1 sulfur falls
1 reflecting pool
1 sunken ruins
1 cascade bluffs
4 polluted delta
4 bloodstained mire
4 creeping tar pit
1 smoldering marsh
2 watery grave
2 steam vents
2 isand
1 mountain
1 swamp
2 cruel ultimatum
2 jace, architect of thought
1 mogis, god of slaughter
1 tasigur, the golden fang
1 devour flesh
1 logic knot
1 far//away
1 murderous cut
1 repeal
2 terminate
2 mana leak
2 mystical teachings
2 remand
2 spell snare
2 shadow of doubt
2 kolaghan's command
2 electrolyze
3 lightning bolt
3 cryptic command
1 tribute to hunger
1 damnation
1 hero's downfall
1 consume the meek
1 slaughter games
1 rakdos charm
1 vandalblast
2 crumble to dust
1 counterflux
1 echoing truth
1 teferi, mage of zhalfir
1 spell pierce
1 negate
for the questions i know are coming, i do not have the cash for jace/snap and i lost my 4th bolt (yea you can laugh i find it funny as well when i had 8 of them). there are cards i am considering putting in like volcanic fall out, attempting to put back in usz, thopter/sword, fumerole, reality hemorage (for etched champion), combust (mainly for creatures i would suddenly need to off), more devour flesh,sundroplet (this crd is so awesome given time), disrupting shoal or pact of negation (hey free counters), complete disregard (it's an instant), more crumbles, discard, pyroclasm (i would prefer fallout over this), magma jets (for the scry), vapor snags, suffer the past (i really wanna slap this back in, it has won me games i had no business winning before), aetherspouts ,cyclonic rift ,darkblast, telling times (anticipate is probably better), reality shift, pia and kiran nalaar, devastation tides, virulent plague (if tokens become more perevalent), geth's verdicts (for more untargeted removal), a turn//burn, and some oddball wincons in the form of caustic tar, goblinslide, or skywise teachings. a land i want to try putting back in is ancient ruins for the thopter sword combo.
i know that is a lot of cards to consider but thopter sword is at the top of the list to get added in. if anyone has any questions about the card choices in the deck or what i plan on adding let me know.
edit: i completely forgot about anger of the gods, call the skybreaker ( i will admit this card is very weird in a control deck due to us wanting lands), silumgar's command and trying out a sphinx's tutelage.
I don't know why you would go through the trouble of adding in Mystical Teachings into your deck without any sort of instant speed sweeper I mean you have Consume the meek in the board but have you given thought to Kozilek's Return I also seen that you are running Teferi, Mage of Zhalfir I think I'd shove it into the main as well. I think you could reasonably cut a Shadow of Doubt to begin with and possibly Far // Away. I think this is the minimum teachings package and if you dont wish to run it as such I feel you are better off dropping to one teachings or even down to none which I personally prefer.
"The essence of every world, every spell, and every thought is power. Nothing else matters, because nothing else exists."
- Nicol Bolas
Starting off I am gonna try Izzet Charm to help cycle late copies of Ancestral Vision I think Goblin Dark-Dwellers is a cute idea and I will try it but i still think the underutilized star of Grixis is Kalitas, Traitor of Ghet. So with the above being stated my jumping off point will be as follows
1 Blood Crypt
1 Bloodstained Mire
1 Cascade Bluffs
2 Creeping Tar Pit
4 Island
1 Lavaclaw Reaches
1 Mountain
4 Polluted Delta
4 Scalding Tarn
2 Steam Vents
1 Sulfur Falls
2 Swamp
1 Watery Grave
Creatures - 7
1 Goblin Dark Dwellers
2 Kalitas, Traitor of Ghet
3 Snapcaster Mage
1 Tasigur, The Golden Fang
3 Ancestral Visions
1 Anger of the Gods
2 Cruel Ultimatum
3 Cryptic Command
1 Damnation
1 Dimir Charm
1 Electrolyze
2 Izzet Charm
2 Kolaghan's Command
4 Lightning Bolt
3 Mana Leak
1 Remand
2 Spell Snare
3 Terminate
1 Anger of the Gods
1 Damnation
2 Dispel
2 Engineered Explosives
3 Fulminator Mage
1 Keranos, God of the Storms
2 Rakdos Charm
2 Sudden Shock
1 Vendilion Clique
Comments and Suggestions are always welcome and as soon as I get a chance to play Modern, I'll let you know how things go.
"The essence of every world, every spell, and every thought is power. Nothing else matters, because nothing else exists."
- Nicol Bolas
Ancestral Visions
I think you have a solid reasoning behind having 4 Ancestral Vision but I just am not that into 4 of anything in our decks unless I think it absolutely unbeatable when I draw it. I honestly don't think I'm going to be unbeatable when I cast that card turn 1 against some decks..Most notably infect, and burn. I also could see issues to where they could even be a liability against said decks because they will race to beat the draw of 3 extra cards which may or may not be beneficial to us.
desolate lighthouse
This is interesting to me but probably only as a 26th land because our color requirements are so strict most of the time that I really don't want to be casting ultimatum any later than turn 9 because of my colors not coming together. I do like the idea of dropping an Ancestral Vision into the yard and Jamming aGoblin Dark-Dwellers into play but how often is that really gonna work?
Jace, Vryn's Prodigy
This card just plays terribly as my deck is currently configured...he isn't even close to being a snapcaster...he is good in the hand attack heavy versions but playing that deck feels like a bad jund deck...I mean with {card}Ancestral Visions[/card] it may be a better jund deck but we will have to wait and see how it all shakes out. I mean I think I'd love Jace, into liliana, into dark dwellers casting visions from the yard...but thats a different deck entriely i think.
"The essence of every world, every spell, and every thought is power. Nothing else matters, because nothing else exists."
- Nicol Bolas
Everyone should run 3-4 Ancestral Vision without question! drawing so many cards in the midgame is back breaking for our enemies
I've been looking hard at Fevered Visions. I will report back after I test the card.
Level 2 in progress...
UUU Merfolk UUU
"Above the waves you may be mighty indeed, but down here you belong to me."
-Empress Galina
UBR Cruel Control UBR
"The essence of every world, every spell, and every thought is power. Nothing else matters, because nothing else exists."
-Nicol Bolas
Any suggestions on what to take out for the AV?
Modern - Cheeri0s (building), Belcher (building), Lantern (building), UW Control (building)
RIP Magic Duels. Wizards will regret what they did to you.
Probably Serum Visions and other card advantage tools you may be using. I'm not quite sure yet what the ideal mix of cards is with AV in the mix. I'm still playing around with it.
Level 2 in progress...
UUU Merfolk UUU
"Above the waves you may be mighty indeed, but down here you belong to me."
-Empress Galina
UBR Cruel Control UBR
"The essence of every world, every spell, and every thought is power. Nothing else matters, because nothing else exists."
-Nicol Bolas
4 Ancestral Vision
1 Dispel
4 Lightning Bolt
2 Spell Snare
1 Go for the Throat
3 Mana Leak
1 Remand
2 Terminate
1 Anger of the Gods
2 Electrolyze
2 Kolaghan's Command
2 Cryptic Command
1 Damnation
1 Far // Away
2 Cruel Ultimatum
Creatures
1 Jace, Vryn's Prodigy
1 Goblin Dark-Dwellers
1 Keranos, God of Storms
2 Tasigur, the Golden Fang
1 Blood Crypt
4 Bloodstained Mire
2 Creeping Tar Pit
1 Desolate Lighthouse
3 Island
1 Mountain
4 Polluted Delta
2 Reflecting Pool
2 Steam Vents
1 Sulfur Falls
2 Swamp
1 Temple of Deceit
2 Watery Grave
2 Crumble to Dust
1 Nihil Spellbomb
1 Spellskite
1 Duress
2 Dispel
1 Flashfreeze
1 Jace, Architect of Thought
1 Vendilion Clique
1 Anger of the Gods
1 Vandalblast
1 Izzet Staticaster
1 Rakdos Charm
1 Slaughter Games
I'll admit the deck is a little wonky (I don't have any Snapcasters ) and the board looks like a mess, but I've been having fun and doing well at FNM. My question is what should I do if I wanted to take this to a bigger event? There is a new pro-series in the UK which I'd like to go to in May and this would probably be my deck.
As for Tasigur, I don't really like him. He provides me with a clock, a big blocker and some card advantage but he isn't really amazing at any of the above. I'm considering Thing in the Ice // Awoken Horror as a replacement but need to run more tests.
Modern - Cheeri0s (building), Belcher (building), Lantern (building), UW Control (building)
RIP Magic Duels. Wizards will regret what they did to you.
Level 2 in progress...
UUU Merfolk UUU
"Above the waves you may be mighty indeed, but down here you belong to me."
-Empress Galina
UBR Cruel Control UBR
"The essence of every world, every spell, and every thought is power. Nothing else matters, because nothing else exists."
-Nicol Bolas
Graveyard hate can be tough, but those cards are easy to play around. Most modern decks take advantage of the yard so hate that kills both yards is not common.
Level 2 in progress...
UUU Merfolk UUU
"Above the waves you may be mighty indeed, but down here you belong to me."
-Empress Galina
UBR Cruel Control UBR
"The essence of every world, every spell, and every thought is power. Nothing else matters, because nothing else exists."
-Nicol Bolas