@gratenate nice! I'll watch again, I mainly like your build because it's quite similar to mine, although I use batterskull over elspeth and 1 more remand- 1 less cryptic currently. Keep em going it's nice to see uwr content
@wqlkswiththunder vendilion clique, Snapcaster they make the deck. Then batterskull because it's just so game changing for so many decks, I'm a fan of geist, especially equipped with a batterskull, doesn't happen that often but when it does and you've hit for 10 it feels great lol
I don't like resto angel, mine consistently get pathed, galvanic blasted, destroyed by a recap, or even sadly flame slashed. or I lose targets like my snapcaster rarely ever stays on the board linger than 1 turn.
Hey guys, long time lurker and first time poster. I've been playing this deck for almost a year and feel pretty comfortable/competent with it. Sometimes I feel a little unsure sideboarding for certain matchups and was wondering how you all sideboarded for certain matchups.
My meta varies on any given Friday but the constants are:
2 soul sisters
1-2 affinity
1 storm
1-2 living end
1 mono white hatebears
1 UR twin
1 complex dredge
1-2 various tron decks
1 melira pod
My board focuses mostly on the aggro decks in my meta. I'd like to hear your thoughts and advice on boarding or any changes you would make to the deck or board for my meta.
I run a very similiar deck to yours at the moment.
How do you normally go in your games? For some reason I seem to always lose to Pod even though it should be a decent match up, and when I get my hate out against living end, I am fine otherwise it gets tough.
I run 24 lands as well and find sometimes I get a little light handed.
Mainboard wise, I think 1 spell snare is enough? (it is quite situational, and can be underwhelming sometimes, (has no targets against living end)
As for sideboard, RIP and Graf's Dage shuts down dredge, pod, and living end, but makes your Snappies pretty awful... to date I have yet to find a good solution. I am currently going with Relic of Progenitus (I think thats how you spell it) and Tormod's Crypt instead...
You probably only need 1 counterflux and 1 engineered explosives, especially given your meta only really has 1 other deck running counters. Izzet Staticaster may be an option for you given your meta?? She is amazing against Soul Sisters (spectral prosession / lingering souls)... plus you can reuse it unlike explosives... and it can block!
I would put in a wrath or supreme verdict as well maybe? In case a living end does resolve, an anger wont do the trick against his/her fatties, and a side-boarded melira pod plays a lot more */4 creatures against evading your anger. Also helps incase a serra ascendant does become a 6/6/ flyer...
Finally, maybe a sowing salt?? I know its a little clunky at 4 CMC but it hoses Tron so hard, especially since you only play 2 tec edges...
Hope you found it useful, and good luck at your next event!
Snaps, Cliques, Resto (I understand why people leave her out, but the 4 toughness in the current meta is huge and so much value when you blink your own snappy or clique, and..... Thundermaw Hellkite!!!
I know tapping out to play a flyer seems dangerous, but timed properly it is truly a beat down all-star...
Its better than tapping 5 for a colonnade (which is suspectable to getting pathed etc which means you also lose a land, faster than Batterskull and doesnt die to ancient grudge etc, (and since your playing tempo/control this really helps you 'shift gears' when you want to really put the heat on), it almost guarantees to hit, and against soul sisters or pesky birds waiting to be podded away it is phenomonal...
Not to mention it won the 2013 World Champs, and also GP Prague earlier this year...
Snaps, Cliques, Resto (I understand why people leave her out, but the 4 toughness in the current meta is huge and so much value when you blink your own snappy or clique, and..... Thundermaw Hellkite!!!
I know tapping out to play a flyer seems dangerous, but timed properly it is truly a beat down all-star...
Its better than tapping 5 for a colonnade (which is suspectable to getting pathed etc which means you also lose a land, faster than Batterskull and doesnt die to ancient grudge etc, (and since your playing tempo/control this really helps you 'shift gears' when you want to really put the heat on), it almost guarantees to hit, and against soul sisters or pesky birds waiting to be podded away it is phenomonal...
Not to mention it won the 2013 World Champs, and also GP Prague earlier this year...
Long time since I've dropped by here but yes, Thundermaw is a beast and I love him so much that I play 2 in the main. Kinda clunky but when almost everyone in my meta plays Jund/Junk/Pod he's a house.
Skimmed the past couple pages, but I figured I'd ask. Has anything really changed with the typical build for this deck? I don't see anyone excitedly discussing new tech so I'm assuming UWR is still the deck it was around the time of DRS ban, obviously tweaked on a meta-to-meta basis.
(Also, in case anyone was curious, the list in my sig is still my current list.)
A lot of people I speak to and people I play have opted away from our favourite Spirit as it is quite bad against Pod, in particular Kitchen Finks (unless you PTE) and Orzhov Pontiff with a viscera seer kills it immediately. Also with Anger of the Gods being the sweeper of choice at the moment it also struggles.
I personally find that I normally take anywhere between 2 - 4 out post sideboard as well... with that in mind, its still an amazing card and having in play with a thundermaw rumbling in for 5 is normally gg.
Alternative I guess would be to play a Sword mainboard, but that might be getting a little too cute...
I usually take out the geists for the aggressive creature decks. My sideboard plans usually go like this:
Affinity
-4 geist of saint traft
-2 vendilion clique
-2 remand
+2 anger of the gods
+2 engineered explosives
+1 batterskull
+1 wear//tear
+2 stony silence
Soul sisters
-2 vendilion clique
-2 geist of saint traft
-2 remand
+2 engineered explosives
+2 anger of the gods
+1 batterskull
+1 negate
Living end
-2 spell snare
-3 snapcaster mage
+2 rest in peace
+2 counterflux
+1 negate
You don't want grafdigger's cage vs living end because it doesn't stop them from going off.
How do you sideboard vs pod? Do you like rip in the matchup?
i dont like RIP in general. snapcaster mage is your best card and I dont like hosing it. Thats why I prefer Relic of progenitus as it can hose them and not hose us. Like you can safely bolt a finks and then when it goes to the gy, exile it. That way you hose them but not yourself.
Private Mod Note
():
Rollback Post to RevisionRollBack
Currently Playing:
Modern: RUGScapeshift[RUG...Occasionally with goyfs RUGTarmotwinRUG(RIP)
Legacy: UWxuwr miracles and stonebladeUWx
Commander: UWRShu Yun/Ruhan SmashUWR
I agree with Aplinefroggy on the Pod match up. Your Snaps are too good (and too expensive!) to run RIP.
Relic works well, and tormod's crypt as it takes their graveyard not yours.
Pod normally takes out the combo post board... theirs looks something like this.
- 3 Chord of Calling
- 1 Melira
- 1 Spike Feeder
- 1 Recap (if they run 2)
- 1 Abrupt decay
+ 4 Thoughtseize (This is devastating)
+ 1 Sin Collector
+ 1 Scavenging ooze
+ 1 Thrun, The last Troll (amazing against us)
It basically turns into a creature deck with Pod that can run all kinds of tricks...
Just my advice is to try and keep a clean board, very hard espeically if you won game 1.
My sideboard looks something like this:
- 4 Geist
- 2 Vendilion
- 1 Helix
+ 1 Supreme Verdict
+ 1 Wrath of God or Terminus
+ 2 Anger of the Gods
+ 1 Relic
+ 1 Tormod's Crypt
+ 1 Stony Silence
It is always a tough match up, and really depends on the how you draw. Thundermaw is epic given the 5/5 body, and you can Resto it, and follow up with a bolt to kill things like Archangel of Thune and Linvala.
I have being looking at Porphory Nodes as well as an option for Sideboard, but this only works I think if you play UWR Control...
Snaps, Cliques, Resto (I understand why people leave her out, but the 4 toughness in the current meta is huge and so much value when you blink your own snappy or clique, and..... Thundermaw Hellkite!!!
I know tapping out to play a flyer seems dangerous, but timed properly it is truly a beat down all-star...
Its better than tapping 5 for a colonnade (which is suspectable to getting pathed etc which means you also lose a land, faster than Batterskull and doesnt die to ancient grudge etc, (and since your playing tempo/control this really helps you 'shift gears' when you want to really put the heat on), it almost guarantees to hit, and against soul sisters or pesky birds waiting to be podded away it is phenomonal...
Not to mention it won the 2013 World Champs, and also GP Prague earlier this year...
Long time since I've dropped by here but yes, Thundermaw is a beast and I love him so much that I play 2 in the main. Kinda clunky but when almost everyone in my meta plays Jund/Junk/Pod he's a house.
Skimmed the past couple pages, but I figured I'd ask. Has anything really changed with the typical build for this deck? I don't see anyone excitedly discussing new tech so I'm assuming UWR is still the deck it was around the time of DRS ban, obviously tweaked on a meta-to-meta basis.
(Also, in case anyone was curious, the list in my sig is still my current list.)
Giest has the same problems it's always had, and the same massive upside, it's not popular right now, but the main thing that pushed him out (zoo) is completely gone at least in my area, people don't want to play a deck that doesn't win in tournaments.*unless they have nothing else to play. So besides a somewhat pesky matchup against pod he's back to relevant in my books.
That said I've been experimenting between ajani's, batterskull resto and even delver lately.
Delvers are interesting.. how have you been finding them? I would have thought in a format with quite a lot of removal it would not be as strong?
In saying that, if you can flip it on turn 2, it is quite a clock... I remember dying to many a delver in the past.
Also, does anyone run Sweepers mainboard? I am keen to hear your thoughts... I would think that it is relevant against pretty much all decks minus scapeshift and ANT in terms of the top decks?
The follow on question is then how many sweepers? and which one! Anger? or Supreme? or even Wrath? (unlikely, but to deal with Thrun especially since Pod is so popular?)
Yah, delvers die fast, I can usually get it to flip bit rarely does much damage, It's the same issue I'm having with playing the "flash" version of this deck.. I've opted for geist/batterskull combinations mostly.
Giest has the same problems it's always had, and the same massive upside
I couldn't agree more and I've said the same thing. With Geist I think you either go full build around mode to minimize the downsides and maximize the upsides, or drop him and commit to a different strategy.
I have opted to run 2 verdics main, I feel that the deck just folds to any reliable start from a fast agro deck.
Im fairly new to the modern scene. Perhaps some of you veterans can help me out.
It appears that most of you have turned your back on Ajani, how comes?
How do we deal with that turn 1 Æther vial?
I see lists running very varying numbers of Vendilion Clique. currently I have chosen to run 0 but I can see going down to 3 geists and maybe 2 angels and cutting something else for 3 Cliques. Are they that important? and in which matchups?
I realize my fetch lands are not optimized, but there are very few available in my local area, so I make do with what I have. It hasnt caused any issues so far though, I just have to pay attention to which lands I get.
I feel that the deck just folds to any reliable start from a fast agro deck.
I couldn't disagree more. That is one of this decks best match-ups.
It appears that most of you have turned your back on Ajani, how comes?
Ajani is better in a version of the deck more committed to controlling the board/game. In midrange if you're going to run a 4cmc planeswalker you're better off running Elspeth, Knight-Errant. An over generalized analogy... Elspeth kills your opponent, Ajani kills/taps your opponents creatures.
How do we deal with that turn 1 Æther vial?
Whine and moan, then change game plans.
I see lists running very varying numbers of Vendilion Clique. currently I have chosen to run 0 but I can see going down to 3 geists and maybe 2 angels and cutting something else for 3 Cliques. Are they that important? and in which matchups?
I have tested Clique extensively and I feel confident saying the following. In a midrange deck, one is too few, and four is too many. The right number for most UWR Midrange decks is assuredly between 2-3. The decision cannot be summed up in a sentence, as it depends quite a bit on what you're trying to do and what the meta-game is AKA who you'll be facing. In summarization...
A. Clique is great against combo because you can play it at their end or draw steps, remove their combo piece and gain a 3 power flying attacker all at instant speed. B. Clique is good against control played on their draw step because you force them to use mana on their turn B. Force them to use a removal spell in response to the ETB trigger, while taking something else relevant. Or C. Make them tap their mana to play a counter you would have taken anyway so you can untap and play Geist or something else relevant. D. It's good against decks that rely on playing powerful spells in their main phase. E. It also can be card selection + dude when you target yourself.
I could go on forever.
Make no mistake, Clique is good.
In a deck with less Geists, I'd run more Cliques. In a deck with more Restoration Angels, I'd run less Cliques and more Blade Splicers. In a deck with none of that, I'd ask in the UWR Control thread and prepare for only playing long games.
I think ill try and put in a few Cliques and see how they work out.
Regarding the fast agro decks.
Perhaps I was super unfortunate against the merfolk deck and the zoo deck I have played against.
I kept getting swarmed out and never stood a chance.
It should be noted that Clique is also strong vs Vial. In response to them tapping their vial, you can flash in clique. It lets you see what is in their hand and you can potentially clique away whatever it was they were going to flash in.
In a deck like merfolk, it might not be amazing, since they run so many creatures that have a cmc of 2 and it's unlikely that you can blank their activation completely, but it's still a very good play that anyone who plays clique should be aware of.
Private Mod Note
():
Rollback Post to RevisionRollBack
Currently Playing:
Modern: UWUW TronUW
Legacy: WDeath N TaxesW CEldrazi C
If you couldn't tell I hate greedy blue decks.
I am going on a Tournament tomorrow and I would like to know if you have some SB tips against scapeshift in addition to runed halo.
I dont know the local Meta there so my sb is relatively wild fielded.
Here is my SB:
SB: 1 Anger of the Gods
Keep: Good against Pod, Naya Aggro (Not big Naya), Merfolk, other creature based decks
SB: 2 Spellskite
Keep: Good against Splinter Twin, Bogles, Burn, can also be brought in against aggressive decks especially those running 3 power creatures.
SB: 2 Ethersworn Canonist
I basically agree with "iamghost". I'd drop both, and bring in a Counterflux for Storm & Control
SB: 1 Wear/Tear
Keep: Utility, I always run one. Good against Affinity, Splinter Twin, 8Rack, Bogles, random jank...
SB: 2 Runed Halo
Keep: Bogles, Scapeshift, Tarmo Twin, Splinter Twin, UWR Control
SB: 1 Supreme Verdict
Drop: I would replace with Wrath of God unless you need to run sweepers against a deck running control magic
SB: 1 Batterskull
Keep: I still run a Batterskull. I like it in any grindy matchup, and even against aggressive ones.
SB: 2 Stony Silence
Keep: Affinity, Tron, Maybe Pod
SB: 1 Engineered Explosives
Keep: I always run one. Good against Affinity, Agressive low CMC decks, UR Delver (Hits a flipped Delver and tokens at zero sunburst), Tokens, random jank
SB: 2 Hibernation
Drop: These are better in a tempo deck like UR delver. I would add a Relic of Progenitus against any deck running Snapcaster Mage, Pod, Living End, Vengevine, any deck using the graveyeard
I'd consider replacing the second with one of the following:
A second Counterflux for Storm, Control, Twin
Shattestorm for Affinity
Sowing Salt for Tron
A second Anger of the Gods
A Second wrath i.e. verdict/wrath/hallowed
I personally don't run any rest in peace/grafdiggers cage. It shuts down Snapcaster, which is arguably this decks build around and best cards. The deck runs enough counters and removal to make the pod matchup winnable. Pod is the best deck in the format, its going to take luck, skill, and more luck to win.
I will soon be working on some MTGO Deck versus Deck videos with a friend of mine.
I plan to do a mix up of most of the Tier 1 decks, but being that I'm a big fan of this thread and that UWR Midrange/Geist is my favorite deck in Modern, I wanted to see if there was any particular match-ups you guys wanted to see it face. I'll go ahead and prioritize those.
The plan as of right now is to record 5 games, 2 unsideboarded, and 3 sideboarded. We want to record it so that both hands are visible to the viewers, and we plan to discuss the lines of play when the interaction get interesting/complicated.
What would you guys run in a tournament if it was tomorrow? I own all of them I'm just wondering and if you could explain why you would choose them.
@wqlkswiththunder vendilion clique, Snapcaster they make the deck. Then batterskull because it's just so game changing for so many decks, I'm a fan of geist, especially equipped with a batterskull, doesn't happen that often but when it does and you've hit for 10 it feels great lol
I don't like resto angel, mine consistently get pathed, galvanic blasted, destroyed by a recap, or even sadly flame slashed. or I lose targets like my snapcaster rarely ever stays on the board linger than 1 turn.
GWBoglesGW///URDelverUR WVial-knightsW
My meta varies on any given Friday but the constants are:
2 soul sisters
1-2 affinity
1 storm
1-2 living end
1 mono white hatebears
1 UR twin
1 complex dredge
1-2 various tron decks
1 melira pod
4x scalding tarn
4x celestial collonade
2x steam vents
2x hallowed fountain
2x sulfur falls
2x island
1x plains
1x mountain
2x tectonic edge
1x sacred foundry
2x restoration angel
2x vendilion clique
4x snapcaster mage
4x lightning helix
3x cryptic command
4x lightning bolt
3x path to exile
2x electrolyze
3x mana leak
2x remand
2x spell snare
2x anger of the gods
2x engineered explosives
1x celestial purge
2x rest in peace
1x grafdigger's cage
1x batterskull
1x negate
2x counterflux
2x stony silence
1x wear//tear
My board focuses mostly on the aggro decks in my meta. I'd like to hear your thoughts and advice on boarding or any changes you would make to the deck or board for my meta.
I run a very similiar deck to yours at the moment.
How do you normally go in your games? For some reason I seem to always lose to Pod even though it should be a decent match up, and when I get my hate out against living end, I am fine otherwise it gets tough.
I run 24 lands as well and find sometimes I get a little light handed.
Mainboard wise, I think 1 spell snare is enough? (it is quite situational, and can be underwhelming sometimes, (has no targets against living end)
As for sideboard, RIP and Graf's Dage shuts down dredge, pod, and living end, but makes your Snappies pretty awful... to date I have yet to find a good solution. I am currently going with Relic of Progenitus (I think thats how you spell it) and Tormod's Crypt instead...
You probably only need 1 counterflux and 1 engineered explosives, especially given your meta only really has 1 other deck running counters. Izzet Staticaster may be an option for you given your meta?? She is amazing against Soul Sisters (spectral prosession / lingering souls)... plus you can reuse it unlike explosives... and it can block!
I would put in a wrath or supreme verdict as well maybe? In case a living end does resolve, an anger wont do the trick against his/her fatties, and a side-boarded melira pod plays a lot more */4 creatures against evading your anger. Also helps incase a serra ascendant does become a 6/6/ flyer...
Finally, maybe a sowing salt?? I know its a little clunky at 4 CMC but it hoses Tron so hard, especially since you only play 2 tec edges...
Hope you found it useful, and good luck at your next event!
M
Snaps, Cliques, Resto (I understand why people leave her out, but the 4 toughness in the current meta is huge and so much value when you blink your own snappy or clique, and..... Thundermaw Hellkite!!!
I know tapping out to play a flyer seems dangerous, but timed properly it is truly a beat down all-star...
Its better than tapping 5 for a colonnade (which is suspectable to getting pathed etc which means you also lose a land, faster than Batterskull and doesnt die to ancient grudge etc, (and since your playing tempo/control this really helps you 'shift gears' when you want to really put the heat on), it almost guarantees to hit, and against soul sisters or pesky birds waiting to be podded away it is phenomonal...
Not to mention it won the 2013 World Champs, and also GP Prague earlier this year...
Long time since I've dropped by here but yes, Thundermaw is a beast and I love him so much that I play 2 in the main. Kinda clunky but when almost everyone in my meta plays Jund/Junk/Pod he's a house.
Skimmed the past couple pages, but I figured I'd ask. Has anything really changed with the typical build for this deck? I don't see anyone excitedly discussing new tech so I'm assuming UWR is still the deck it was around the time of DRS ban, obviously tweaked on a meta-to-meta basis.
(Also, in case anyone was curious, the list in my sig is still my current list.)
UWRUWR Midrange/GeistRWU
Retired
GWBMelira PodBWG
Thanks for the comment.
A lot of people I speak to and people I play have opted away from our favourite Spirit as it is quite bad against Pod, in particular Kitchen Finks (unless you PTE) and Orzhov Pontiff with a viscera seer kills it immediately. Also with Anger of the Gods being the sweeper of choice at the moment it also struggles.
I personally find that I normally take anywhere between 2 - 4 out post sideboard as well... with that in mind, its still an amazing card and having in play with a thundermaw rumbling in for 5 is normally gg.
Alternative I guess would be to play a Sword mainboard, but that might be getting a little too cute...
M
Affinity
-4 geist of saint traft
-2 vendilion clique
-2 remand
+2 anger of the gods
+2 engineered explosives
+1 batterskull
+1 wear//tear
+2 stony silence
Soul sisters
-2 vendilion clique
-2 geist of saint traft
-2 remand
+2 engineered explosives
+2 anger of the gods
+1 batterskull
+1 negate
Living end
-2 spell snare
-3 snapcaster mage
+2 rest in peace
+2 counterflux
+1 negate
You don't want grafdigger's cage vs living end because it doesn't stop them from going off.
How do you sideboard vs pod? Do you like rip in the matchup?
Modern:
RUGScapeshift[RUG...Occasionally with goyfs
RUGTarmotwinRUG(RIP)
Legacy:
UWxuwr miracles and stonebladeUWx
Commander:
UWRShu Yun/Ruhan SmashUWR
I agree with Aplinefroggy on the Pod match up. Your Snaps are too good (and too expensive!) to run RIP.
Relic works well, and tormod's crypt as it takes their graveyard not yours.
Pod normally takes out the combo post board... theirs looks something like this.
- 3 Chord of Calling
- 1 Melira
- 1 Spike Feeder
- 1 Recap (if they run 2)
- 1 Abrupt decay
+ 4 Thoughtseize (This is devastating)
+ 1 Sin Collector
+ 1 Scavenging ooze
+ 1 Thrun, The last Troll (amazing against us)
It basically turns into a creature deck with Pod that can run all kinds of tricks...
Just my advice is to try and keep a clean board, very hard espeically if you won game 1.
My sideboard looks something like this:
- 4 Geist
- 2 Vendilion
- 1 Helix
+ 1 Supreme Verdict
+ 1 Wrath of God or Terminus
+ 2 Anger of the Gods
+ 1 Relic
+ 1 Tormod's Crypt
+ 1 Stony Silence
It is always a tough match up, and really depends on the how you draw. Thundermaw is epic given the 5/5 body, and you can Resto it, and follow up with a bolt to kill things like Archangel of Thune and Linvala.
I have being looking at Porphory Nodes as well as an option for Sideboard, but this only works I think if you play UWR Control...
M
Giest has the same problems it's always had, and the same massive upside, it's not popular right now, but the main thing that pushed him out (zoo) is completely gone at least in my area, people don't want to play a deck that doesn't win in tournaments.*unless they have nothing else to play. So besides a somewhat pesky matchup against pod he's back to relevant in my books.
That said I've been experimenting between ajani's, batterskull resto and even delver lately.
GWBoglesGW///URDelverUR WVial-knightsW
Thanks for responding...
Delvers are interesting.. how have you been finding them? I would have thought in a format with quite a lot of removal it would not be as strong?
In saying that, if you can flip it on turn 2, it is quite a clock... I remember dying to many a delver in the past.
Also, does anyone run Sweepers mainboard? I am keen to hear your thoughts... I would think that it is relevant against pretty much all decks minus scapeshift and ANT in terms of the top decks?
The follow on question is then how many sweepers? and which one! Anger? or Supreme? or even Wrath? (unlikely, but to deal with Thrun especially since Pod is so popular?)
M
GWBoglesGW///URDelverUR WVial-knightsW
I couldn't agree more and I've said the same thing. With Geist I think you either go full build around mode to minimize the downsides and maximize the upsides, or drop him and commit to a different strategy.
I feel that the deck just folds to any reliable start from a fast agro deck.
I couldn't disagree more. That is one of this decks best match-ups.
It appears that most of you have turned your back on Ajani, how comes?
Ajani is better in a version of the deck more committed to controlling the board/game. In midrange if you're going to run a 4cmc planeswalker you're better off running Elspeth, Knight-Errant. An over generalized analogy... Elspeth kills your opponent, Ajani kills/taps your opponents creatures.
How do we deal with that turn 1 Æther vial?
Whine and moan, then change game plans.
I see lists running very varying numbers of Vendilion Clique. currently I have chosen to run 0 but I can see going down to 3 geists and maybe 2 angels and cutting something else for 3 Cliques. Are they that important? and in which matchups?
I have tested Clique extensively and I feel confident saying the following. In a midrange deck, one is too few, and four is too many. The right number for most UWR Midrange decks is assuredly between 2-3. The decision cannot be summed up in a sentence, as it depends quite a bit on what you're trying to do and what the meta-game is AKA who you'll be facing. In summarization...
A. Clique is great against combo because you can play it at their end or draw steps, remove their combo piece and gain a 3 power flying attacker all at instant speed. B. Clique is good against control played on their draw step because you force them to use mana on their turn B. Force them to use a removal spell in response to the ETB trigger, while taking something else relevant. Or C. Make them tap their mana to play a counter you would have taken anyway so you can untap and play Geist or something else relevant. D. It's good against decks that rely on playing powerful spells in their main phase. E. It also can be card selection + dude when you target yourself.
I could go on forever.
Make no mistake, Clique is good.
In a deck with less Geists, I'd run more Cliques. In a deck with more Restoration Angels, I'd run less Cliques and more Blade Splicers. In a deck with none of that, I'd ask in the UWR Control thread and prepare for only playing long games.
It should be noted that Clique is also strong vs Vial. In response to them tapping their vial, you can flash in clique. It lets you see what is in their hand and you can potentially clique away whatever it was they were going to flash in.
In a deck like merfolk, it might not be amazing, since they run so many creatures that have a cmc of 2 and it's unlikely that you can blank their activation completely, but it's still a very good play that anyone who plays clique should be aware of.
Modern:
UWUW TronUW
Legacy:
WDeath N TaxesW
CEldrazi C
If you couldn't tell I hate greedy blue decks.
Vintage
WWhite Trash
I played it a while ago and it was fun. I ran a single counterflux and a couple other goodies instead...
GWBoglesGW///URDelverUR WVial-knightsW
I will soon be working on some MTGO Deck versus Deck videos with a friend of mine.
I plan to do a mix up of most of the Tier 1 decks, but being that I'm a big fan of this thread and that UWR Midrange/Geist is my favorite deck in Modern, I wanted to see if there was any particular match-ups you guys wanted to see it face. I'll go ahead and prioritize those.
The plan as of right now is to record 5 games, 2 unsideboarded, and 3 sideboarded. We want to record it so that both hands are visible to the viewers, and we plan to discuss the lines of play when the interaction get interesting/complicated.
Let me know if you guys have any requests.