Rickster, burning the opponent to death is a very real way of beating bogles with this deck. Every bogle opponent I have played against brings in leyline against me. Leyline makes the matchup very difficult to win.
isn't unflinching courage better vs burn than leyline?
Being an 8rack play I can tell you for sure that Bogles does run Leyline. That said, whether they WILL use leyline vs UWR is another matter. And even if they saw Flare in game 2, I still dont think that they would risk Mulliganing to get to it on game 3.
Being an 8rack play I can tell you for sure that Bogles does run Leyline. That said, whether they WILL use leyline vs UWR is another matter. And even if they saw Flare in game 2, I still dont think that they would risk Mulliganing to get to it on game 3.
They won't mulligan to it, that's silly.
Every Boggles deck I've played has sided in Leyline against me, and it was really tough. EE was the only out I had against them. It's a really tough matchup for us. I'm running EE and Wrath in the board now, along with 2 Wear//Tear, so it should be a tad bit easier now. As well as Stone Rain being pretty good against a low land count deck. Still never feel amazing about the deck when I run into it though.
how about we stop worrying about a non-existent deck?
I would like some insight on not running Stony Silence in the board.
I haven't noticed it be detrimental to my game plan against Affinity. I've now played 8 games against Affinity with no Stony Silence, with a record of 5-3
Stony silence doesn't just win by itself the affinity match up, it also works wonders vs tron.
I dont know about you, but tron is heavily played were i live, so a turn 2 silence cuts off their search, cycling and board wipes, making the match a walk in the park, unless they can magically assemble tron on t3 from their hand, with a karn, and i dont happen to have a leak on my hand.
Pretty unlikely scenario, tough it has happened once or twice.
Stony silence doesn't just win by itself the affinity match up, it also works wonders vs tron.
I dont know about you, but tron is heavily played were i live, so a turn 2 silence cuts off their search, cycling and board wipes, making the match a walk in the park, unless they can magically assemble tron on t3 from their hand, with a karn, and i dont happen to have a leak on my hand.
Pretty unlikely scenario, tough it has happened once or twice.
I figured Stone Rain would be enough to set them back. I'll test more against GR Tron.
From my experience, land destruction hardly stops tron, it delays them, if anything.
The tron players have become resilient to such tricks, even sowing salt isnt enough to beat them anymore, since a wurmcoil or a karn can easily come down before the salt.
Stony silence overcomes this problem by hitting the table two turns earlier.
T2 silence, either in the play or the draw, means no more oblivion stones, no maps, no spheres, no relics, no nothing. As i said, their only answer is tron from hand and a karn, on the play, if they are on the draw, then its as good as game.
Of course this only applies to good players, mediocre ones can be beaten by LD, but i dont really care about a tron player who loses to a stone rain or 2.
we don't need stony silence against affinity since the MU is very positive as it is. i don't know if i want to SB it just for tron. probably i prefer sowing salt or molten rain (burn plan is good against tron). i used to play stony silence, too, but if i did not see it by t2 it became pretty useless. plus, they board in enchantment disruption.
Yeah that's pretty much what I've been finding out. I haven't missed the card at all.
One thing I did notice against GR Tron though was that Sowing Salt is pretty bad actually. Every Tron player knows they get destroyed by it, so they play around it pretty well. So I went back and put in 2x Molten Rain. That worked a lot better. Molten Rain played on curve seems to really slow them down. Especially when you Snapcaster it later. It might not seem like it slows them down enough, but I found that it did.
It's really looking like I'm going to be taking Stony Silence out of my sideboard.
Again, my main issue is figuring out whether I want to play Stone Rain, or Molten Rain.
Again, my main issue is figuring out whether I want to play Stone Rain, or Molten Rain.
If you're mana base is running 19 red sources, then you can cast molten rain on turn 3 with a 90% consistency rating. For that reason alone I prefer stone rain
If you're mana base is running 19 red sources, then you can cast molten rain on turn 3 with a 90% consistency rating. For that reason alone I prefer stone rain
What is everyone's opinion on Restoration Angel? The last time I played UWR Control with it, I was largely unimpressed. It was 2 Angel, 2 Clique, 4 Snaps. Even playing Resto in Standard in Bant Control I was extremely unimpressed as well. It felt like I never really wanted to cast it because I was interacting with other things and the impact it had was marginal. I saw it do some work against UR Twin in the GP finals but then again I felt like the Twin player played poorly having left the Thundermaw in hand and being greedy.
So I'm trying to hone my manabase and just picked up 4 tarns. Will probably never get the mesas as I won't really play them in another deck. Anyway, I was thinking about maybe adding one of the filter lands, like bluffs or gate. Do you think that would be needed with the fetches shocks, checks, and colonnades? Also which one would I even choose?
So I'm trying to hone my manabase and just picked up 4 tarns. Will probably never get the mesas as I won't really play them in another deck. Anyway, I was thinking about maybe adding one of the filter lands, like bluffs or gate. Do you think that would be needed with the fetches shocks, checks, and colonnades? Also which one would I even choose?
I love my Mystic Gate. It helps hit a lot of cards in this deck.
I have no idea how you could even consider removing Restoration Angel in this deck. I run 2, and I completely love them.
Some tricks that Resto does: Remove Geist from combat so I can swing in for some damage and save Geist. Another Snapcaster. Another Clique. Another Thundermaw against Twin. Those are some pretty great tricks. Now let's add on the fact that Restoration Angel is instant speed, flies, beats for 3, and has a toughness of 4 in a format based on dealing 3 damage. She also has a CMC of 4, which gets around Abrupt Decay.
Indeed. I actually ate my words and restored the angels in my deck. I am testing 2x Brimaz in place of the thundermaw hellkite and 4th remand in my deck.
Modern: Jund Legacy: RUG Delver EDH: Captain Sisay
Being an 8rack play I can tell you for sure that Bogles does run Leyline. That said, whether they WILL use leyline vs UWR is another matter. And even if they saw Flare in game 2, I still dont think that they would risk Mulliganing to get to it on game 3.
Why not both? Insurance is always great.
They won't mulligan to it, that's silly.
Every Boggles deck I've played has sided in Leyline against me, and it was really tough. EE was the only out I had against them. It's a really tough matchup for us. I'm running EE and Wrath in the board now, along with 2 Wear//Tear, so it should be a tad bit easier now. As well as Stone Rain being pretty good against a low land count deck. Still never feel amazing about the deck when I run into it though.
I would like some insight on not running Stony Silence in the board.
I haven't noticed it be detrimental to my game plan against Affinity. I've now played 8 games against Affinity with no Stony Silence, with a record of 5-3
I dont know about you, but tron is heavily played were i live, so a turn 2 silence cuts off their search, cycling and board wipes, making the match a walk in the park, unless they can magically assemble tron on t3 from their hand, with a karn, and i dont happen to have a leak on my hand.
Pretty unlikely scenario, tough it has happened once or twice.
I figured Stone Rain would be enough to set them back. I'll test more against GR Tron.
The tron players have become resilient to such tricks, even sowing salt isnt enough to beat them anymore, since a wurmcoil or a karn can easily come down before the salt.
Stony silence overcomes this problem by hitting the table two turns earlier.
T2 silence, either in the play or the draw, means no more oblivion stones, no maps, no spheres, no relics, no nothing. As i said, their only answer is tron from hand and a karn, on the play, if they are on the draw, then its as good as game.
Of course this only applies to good players, mediocre ones can be beaten by LD, but i dont really care about a tron player who loses to a stone rain or 2.
Yeah that's pretty much what I've been finding out. I haven't missed the card at all.
One thing I did notice against GR Tron though was that Sowing Salt is pretty bad actually. Every Tron player knows they get destroyed by it, so they play around it pretty well. So I went back and put in 2x Molten Rain. That worked a lot better. Molten Rain played on curve seems to really slow them down. Especially when you Snapcaster it later. It might not seem like it slows them down enough, but I found that it did.
It's really looking like I'm going to be taking Stony Silence out of my sideboard.
Again, my main issue is figuring out whether I want to play Stone Rain, or Molten Rain.
Spellskite
Aether Vial
Birthing Pod
Sword of X and Y
Expedition Map
Oblivion Stone
Chromatic Cards
Relic of Progenitus
Vedalken Shackles
Krark-Clan Ironworks
...And many others I haven't listed. It will, for the foreseeable future, be a 2-of in my UWr Midrange sideboard.
Modern Warp / UR Control / UR Storm / Naya Breachshift / ElectroBalance
Solidarity / Lands / Sneak and Show / Grixis Delver / Reanimator / Belcher / Storm / Dredge
If you're mana base is running 19 red sources, then you can cast molten rain on turn 3 with a 90% consistency rating. For that reason alone I prefer stone rain
That's a really good point.
3x Arid Mesa
4x Celestial Colonnade
2x Hallowed Fountain
2x Island
1x Mountain
1x Mystic Gate
1x Plains
1x Sacred Foundry
4x Scalding Tarn
3x Steam Vents
1x Sulfur Falls
2x Tectonic Edge
3x Electrolyze
4x Lightning Bolt
4x Lightning Helix
2x Mana Leak
3x Path to Exile
3x Remand
4x Geist of Saint Traft
2x Restoration Angel
4x Snapcaster Mage
1x Thundermaw Hellkite
2x Vendilion Clique
2x Celestial Purge
1x Counterflux
1x Damping Matrix
1x Engineered Explosives
1x Path to Exile
2x Stone Rain
1x Stormbreath Dragon
2x Threads of Disloyalty
2x Wear / Tear
1x Wrath of God
Going to test this for the foreseeable future. I'm quite happy with the sideboard.
Grixis Death's Shadow, Jund, UW Tron, Jeskai Control, Storm, Counters Company, Eldrazi Tron, Affinity, Living End, Infect, Merfolk, Dredge, Ad Nauseam, Amulet, Bogles, Eldrazi Tron, Mono U Tron, Lantern, Mardu Pyromancer
Modern: Jund Legacy: RUG Delver EDH: Captain Sisay
UWRMiraclesRWU
Modern
UWRControlRWU
Standard
Ummm no...
Trade Thread
I love my Mystic Gate. It helps hit a lot of cards in this deck.
I have no idea how you could even consider removing Restoration Angel in this deck. I run 2, and I completely love them.
Some tricks that Resto does: Remove Geist from combat so I can swing in for some damage and save Geist. Another Snapcaster. Another Clique. Another Thundermaw against Twin. Those are some pretty great tricks. Now let's add on the fact that Restoration Angel is instant speed, flies, beats for 3, and has a toughness of 4 in a format based on dealing 3 damage. She also has a CMC of 4, which gets around Abrupt Decay.
Restoration Angel is baller.
Modern: Jund Legacy: RUG Delver EDH: Captain Sisay
Why Mystic Gate over Cascade Bluffs?
UWRMiraclesRWU
Modern
UWRControlRWU
Standard
Ummm no...
Trade Thread