I havent played Geist for awhile - can anyone comment on the dredge matchup? Seems like RIP is much more playable in Geist than Nahiri and the clock is much faster?!
I havent played Geist for awhile - can anyone comment on the dredge matchup? Seems like RIP is much more playable in Geist than Nahiri and the clock is much faster?!
I havent played Geist for awhile - can anyone comment on the dredge matchup? Seems like RIP is much more playable in Geist than Nahiri and the clock is much faster?!
The reason to run Cage is it's a less narrow card as it hits many decks including CoCo, Nahiri, Kiki-Chord/Evolution.
You're telling me Rest in Peace is a more narrow card than Cage? Lol.
Rest in Peace is also superb against BGx. You hit Tarmogoyfs, Grim Flayers, Kalitas (no zombies), and Scavenging Ooze. Most decks run 2 abrupt decay max. Once RiP hits the board, the damage is done for several turns especially when players are out of cards and top-decking.
Coco, Nahiri, Kiki-Chord, etc. are not bad match-ups. You know what are the bad match-ups? Storm. Living End. Also, in match-ups like CoCo and Goryo's Vengeance a Rest in Peace getting destroyed is not bad news. Grafdigger's cage getting destroyed is.
If you have room, play both. But clearly, Rest in Peace takes priorities especially when it's most needed against the unfavorable match-ups.
Nobody plays Storm and Living End lately. RIP is obviously more narrow than Cage, one just has to read the two cards to figure it out.
Anyway, I've tested extensively the BGx MU, it is the MU I'm more familiar with. And I'm 100% convinced Rest in Peace is not a good sideboard card vs them. It's often lackluster. And Snapcaster is key vs them. RIP can occasionally cripple some of their hands, but can also be an awful draw. It's not consistenly good and I expect my SB cards to really give me a big advantage consistently. Doesn't solve the main problems (Liliana of the Veil, Fulminator Mage). After having tested a lot of different options I've concluded the best SB card vs BGx is Ancestral Vision. Alongside the usual 1 ofs (Elspeth, Purge, Timely). The way to defeat them is outgrind them. Have card advantage. If you care a lot about BGx and are ready to devote SB slots to winning that MU, go with Vision. It's also a very good SB option vs any other midrange and control deck.
On the grave hate, personally I don't run any for now. The only thing that could change my mind is Dredge becoming very popular in my area. In that case I'd probably run Cage 'cause no, CoCo isn't a good MU nor is Kiki-Chord. And while Nahiri is indeed a pretty positive MU (not the Mardu version though), an additional sideboard tool wouldn't hurt. Like I said on RIP: too narrow.
You make arguments without backing it up with substance. RiP doesn't solve the 'liliana' problems but in my opinion, threats immune to bolts are just as problematic for jeskai midrange. Every BGx players I've talked to hates double sided grave hate. You hit 8+ creatures in their deck vs 4 of your own. The difference is that snapcaster mage isn't the win con in this deck. Also, players are moving away from fulminator mages because they realize it's not worth a marginal improvement against Tron decks.
If you are running ancestral vision as a sideboard card, you need to dedicate at least 3. Kind of a big slot dedication for a card that many pro players have moved away from maining even in control decks. Not trying to make an appeal to authority here, only to reinforce the idea that visions is hit or miss like fulminator mages.
You have counterspells for chord/company and efficient removals for sack outlets. The matchup is at least 50/50. In case you didn't realize, RiP is also great against coco.
To deal with planeswalkers, pithing needle is a decent choice aside from celestial purge. It also solves the manland problems. It can handle viscera seer fromg going off. Helps against Tron (though temporary).
Modern is such a diverse meta you should expect to see fringe combo decks like living end and storm (at competitive events) which feast on metas like this.
I love know if Great Nate and team geist have some thoughts about spell queller in geist list. I dont like the card in my test, but they are the experts .
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Modern: Jeskai control / Jeskai Geist
Death and taxes / UW control
I think Spirebluff canal could see some use. Particularly in builds that use Serum Visions. My main concern with the card is when you need that 6th land off the top to activate Celestial Colonnade. Ripping one then would feel pretty bad.
Regardless, I came back to a Geist of Saint Traft build after fooling around with Kiki-Angel for a while. I won a PPTQ yesterday with the following list:
I think Spell Queller is very strong in this deck as it can sometimes grant very large tempo swings. It especially shines in non-interactive matchups where it's unlikely they'll ever get the Quelled card back (e.g., Ad Nauseum). Also, don't forget about the "hidden mode" of a simple 2/3 flash flyer. There are some spells that are better left resolved now than later on your opponents terms!
I think Spirebluff canal could see some use. Particularly in builds that use Serum Visions. My main concern with the card is when you need that 6th land off the top to activate Celestial Colonnade. Ripping one then would feel pretty bad.
Regardless, I came back to a Geist of Saint Traft build after fooling around with Kiki-Angel for a while. I won a PPTQ yesterday with the following list:
I think Spell Queller is very strong in this deck as it can sometimes grant very large tempo swings. It especially shines in non-interactive matchups where it's unlikely they'll ever get the Quelled card back (e.g., Ad Nauseum). Also, don't forget about the "hidden mode" of a simple 2/3 flash flyer. There are some spells that are better left resolved now than later on your opponents terms!
Queller is great against decks light on removal, bad against decks heavy on removal. I feel that with Jeskai Geist, one of its greatest strengths is that all its threats are either resistant to removals or gains value before removal. So I feel that the card is good, but is probably a meta card or a card for the sideboard. Even when I faced a spirit deck yesterday, it was only good when it was backed up by a lot of hexproof protection from other spirits, otherwise I got a huge tempo swing from it.
Yea Queller is not good in our deck. Geist has hexproof, Resto is resilient do Bolt and Decay, opposing removal spells often stay in our opponent's hand and Queller turns them on.
Also, not that great vs Ad Nauseam: can't counter any of the two combo pieces.
I found it to be QUITE good against Ad Nauseam (which I played against in the finals). It counters Phyrexian Unlife and any of the setup cards (cantrips and mana rocks). That matchup isn't about sitting back and waiting to counter Ad Nauseam as you will lose. I'm not saying Spell Queller is a shoe-in for the deck, but I think it's very good in certain matchups. I used to play it in the sideboard, but I brought it in enough that I figured I would try it in the main. Honestly, that aren't that many matchups where I feel the card is bad. Jund is probably the worst. It's not at it's best vs. UWR Nahiri either, but Geist is great there so I'm not too worried about it.
Konino, when you say you "did well" at the WMCQ, what was your record?
Personally, I think your list looks too slow - far more Control than Midrange. For example, you're using 3x Cryptic Command, and I don't like Electrolyze either. You could easily replace the Cryptics with earlier counterspells like Spell Snare or extra Remand or Mana Leak. Quicker counters in the MB gives you more room in the Sideboard - I'd drop a Dispel for a 2nd Wear//Tear or Elspeth, Sun's Champion for example. This Elspeth is great against most of Bant Eldrazi as you minus her to board wipe TKS or Smasher, or plus her to gum up the board with soldier tokens.
I'd never leave home without 4x Geist and minimum 3x Restoration Angel. Geist is usually the main way this deck wins.
I also prefer Wrath of God to Verdict as its easier to cast, not many relevant decks can counter it, and stops Elves plus Thrun, The Last Troll. I'm unsure on only running 2x Ancestral Visions - I've not tested it, but from friends who run it, you NEED to see it early/midgame otherwise its nowhere near as great late game. They run 3 or 4...
Against Bant Eldrazi, kill the early Birds of Paradise or Noble Hierarch depending on what they run. Blow up Eldrazi Temple with your Ghost Quarter. Sideboard in Timely Reinforcements, Dispel (they often have SB counter-magic) and Verdict/Wrath.
I play both Eldrazi and UWx decks. Unless you are playing the really controlling versions of UWx (that include 2-3+ Cryptics and 2-3+ verdict/wrath) you are going to have a hard time.
As has been mentioned you want to try and slow them down be pinging their dorks, removing temple (or cavern depending on the game state) and killing everything else that moves and at the same time present a clock. Clique is good at getting rid of TKS or Smasher and hitting back in the air, restos can block their smaller stuff but are generally better at presenting a clock. YOUR BEST CARDS after Path are 4 cmc sweepers and bombs like Big Elspeth or Gideon Jura.
From the Eldrazi side I am primarily motivated to stop snapcaster, paths and to a lessor extent bolt and serum visions (I cant do much about cryptic and verdict other than stop them recurring - sometimes you can get a chalice on 4 though - lol). Thus I will bring in 2x RIP and 4x Chalice of the Void (I may also bring in Cage and Worship depending on the UWx build). Be aware that Eldrazi have these cards available to them - they will nerf your CA if you are not prepared. Chalice and RIP is often how I win games 2 and 3.
thanks for your reply - I was 4:1:1 and top8ed, however bant eldrazi killed me easily then, which was quite a pitty, since all other matchups were either really good or playable :/ anyways, concerning the maindeck - I am very satisfied with it, it is in a sweet spot where I have plenty of early interaction, a clock combined with control cards like the ones you mentioned - electrolyze and cryptic for longer games. Your suggestion would change the deck entirely, but I am just thinking about maybe 1-3 slots to improve the eldrazi MU. I choose verdict which was a great call because of several merfolk decks. Thrun, The Last Troll - surprisingly easy to race, when I see him on the board (especially when I JUST left up the 4 mana for the cryptic) I enter panick mode, but then I am just okay, let's play an angel, bolt, helix, snap helix... and it's fine Ancestral Vision 2x its like not great, however in the abzan/jund/grixis/jeskai matchups it helps a lot and I would love to have more, but just couldn't fit in more, for maindeck I would never play it in this version
Thanks for the suggestions about eldrazi, I obviously did all that you mentioned, still the MU wasn't even close so if anybody can still give me some advice on that. I mean it would be easy to just jam in 2 wraths maindeck, but it would be such a useless card in most MUs that it just doesn't make sense - some wrath for 5 with either cycling or some other benefit?
I don't understand the point of playing Ancestral Visions if you are going to play only 2 copies. You typically want to see just 1 copy and you need to see it in your opening hand preferably. Drawing it late is just awful. Running 3 vs 2 is a substantial increase in probability (around 20~30% from what I recall, if we include probability of 1 or more). Running 4 vs 3 is not a substantial difference unless you want to see multiples but considering sideboard limitations and most scenarios, you want 3.
Anger of the Gods is reasonable in the main deck right now. Doesn't kill the big boys but you still get matter reshaper, displacer, drowner tokens, and noble hierarch. Also a lifesaver vs Dredge, Merfolk, and CoCo. If we want to consider pure board wipes, I think it's reasonable. Most of the meta is creature based. You could argue it's dead in a lot of match-ups but that is true for basically both your removal spells and counterspells.
Can't stress that enough - I've been playing this card as my personal tech for more than a year in this deck. If you get to cast it before they cast TKS you always want to call TKS, otherwise call Smasher. Card is very useful vs Valakut decks and Ad Nauseam and decent vs aggro.
I might try the Runed Halo, seems like a funny 1 of. However vs. Ad Nauseam they play maindeck Laboratory Maniac, so its probably not that great I think
Ad Nauseam has two main conditions which is annoying but at least you shut one down. But it's great against a lot of decks (Boogles, Infect, Scapeshift variants, Eldrazi, Dredge since they run redundant creatures, Gifts Ungiven, etc.) Patrick Chapin wrote an article listing the pros and cons and now the pros have extended in the new meta.
Also, Etched Champion is one of the main ways Affinity wins against Jeskai.
I don't like the 4x Geist, 4x Nahiri list. The two plans seem contradictory. It's a slower Geist deck and a less efficient Nahiri deck. However it remembered me about Blessed Alliance. The card is solid vs Eldrazi and Burn, but really it's fine vs any aggro deck. The problem is my sideboard slots are super tight since I started running 4x sideboard AV so it's really hard to find space. And i feel my MU vs aggro decks is better than my MU vs BGx, and I already run several anti-aggro options in my SB (1x Verdict, 1x Anger, 1x EE, 1x Purge, 1x Timely not to mention 1x Halo). I guess Alliance is a good card right now but unless I go down to 3 AV I haven't got any room for it.
Opinions on Crumble to Dust vs Spreading Seas? Crumble undoubtedly better vs Tron, but Seas probably better vs both Eldrazi and Valakut. There's the cantrip to be considered as well. I'm really undecided.
Can't imagine how Spreading Seas is any good against Valakut. Most of the times, the Valakut decks are not interested in putting Valakut on the field until the last minute and the damage will be done by that point. Crumble to dust isn't good against all the varients of Scapeshift decks but you have the option of hitting both the shock lands and Valakut. Not game-ending but will still put you up ahead.
Spreading seas is terrible against Tron unless you have a clock like Merfolk. I could see it being used if you run a heavy Geist build as there is nothing better than Seas on turn 2 and Geist on turn 3 if on the play. Crumble to Dust is slow but when they don't assemble Tron by turn 3, nothing is better.
Bant Eldrazi probably doesn't care too much as they already have a ton of ramp with dorks. Your removals are awkward against their creatures. Path to exile vs Noble Hierarch or a lightning bolt vs Reality Smasher... so don't expect to get them off the ramp.
Runed Halo is probably better vs Valakut and Eldrazi decks. If you want to hit Tron hard, it's more reasonable to max out on Stony Silence and Pithing Needle over land destruction (my experience). Land destruction in Modern is just too pathetic. Pithing Needle is a big reason why Lantern Control matches well against Tron. Pray you have mana leaks for their creatures.
Uhm some of the things you say are interesting however I can't say you convinced me.
To start with Mana Leak is terrible vs Eldrazi, they run Cavern of Souls.
On Valakut decks, often if they have a Valakut in play they'll cast it. But yea I guess you're right, Crumble still better.
Not sure what you mean by "heavy Geist build". If you mean the four copies, yea sure I play 4, like almost anybody in this thread. Don't think it makes sense to cut copies of Geist. Still, I believe Crumble is better vs Tron for the reason you mentioned: Crumble is our best option whenever they don't assemble Tron by turn 3. And even if they do, we can counter the first threat and cast it the following turn. Not to mention Crumble is a better topdeck than Seas. Still, minor downside, you need to hit all 4 land drops, and that doesn't always happen.
I agree Bant Eldrazi doesn't care too much about Crumble, however I'm not convinced the same is true for Seas. Seas can really slow them down for 1-2 turns (we can easily Bolt the dork) and this might prove decisive. On our removals being awkward well Blessed Alliance can be Path number 5 and 6, actually better than Path as it dodges Smasher.
I never said mana leak is good against eldrazi (actually it is not nearly as bad as remand). I said they are good at taking care of Tron creatures while you pithing needle everything else.
On Tron, I wasn't partial to any of the two spells. Crumble is probably better if you are not maxing out on seas.
Land disruption slows down Eldrazi by maybe 2 turns at best, considering ideal
scenarios. They are nothing like Tron and you should be focusing on some other proactive strategy. I can see Blessed Alliance being either really good or really bad.
Probably not the best aproach, but what you think about Baneslayer against Eldrazi decks, they go light in removals and maybe can help us against abzan midrange (not a good MU). I test runed halo a lot of times and the card is great against boogles, infect, burn (eidolon), and valakault, but i dont think is a great card against eldrazi...
About AV, great question... i dont test them in SB yet, but when we want (excepct obvius MU like Jund, Abzan and Nahiri) and, we want thos card over othe roption in this MU (over wraths, big wincons and counters).
Where is Greatnate and his team !!!!!?
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Modern: Jeskai control / Jeskai Geist
Death and taxes / UW control
Just won a modern IQ with the deck. It's pretty much Vjeran Horvat's list from GP Lille with a different sideboard tuned to the IQ's aggressive meta. The list is here:
Most of the day i actually found myself wanting more Spell Quellers over Geist, as I only ever needed to cast Geist twice all day to win a game. As much as I hate the idea of not using Geist, I'm gonna try moving a Geist or two to the sideboard for another Queller main instead of the 3 Geist+2 Queller split, as Geist has been especially mediocre on the draw in almost every case against the linear strategies dominating modern at the moment. Queller at least provides some tempo gain when on the draw. I didn't bother putting any UR fastlands in the deck yet either. I know the option of Serum Visions or Bolt turn one without shocking is nice, but I want to be drawing lands into the later stages of the game so I'm not totally sure how to implement them or if I even should.
It's not really a budget list, im thinking of putting about 600$ in the deck(Canadian ). It's pretty much building jeskai geist without the scalding tar.
I was thinking of putting:
3x restoration Angel
4x snapcaster mage
4x geist of saint traft
1x vendilion clique
1x thundermaw hellkite
And the kitchen would be in the SB. I dont want to draw this guy when he will only give me 2(4) life and a blocker vs an opponent who doesn't care.
And for the fetch I'll playtest with 4 flooded, 3 polluted and 1 bloodstained. If it doesn't work well Ill try the windswepth.
Spell Queller is modern playable. It's a fantastic card. Benn play testing it in UWr flash and love it.
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Current Decks
Modern: Affinity
Standard: BW Control
Legacy: Death and Taxes :symw::symr:
Vintage: NA
Bant Eldrazi
UW Control
U Merfolk
Legacy
Merfolk
UR Delver
Commander
U Tetsuko Umezawa, Fugitive
RG Zilortha, Strength Incarnate
WB Amalia Benavides Aguirre
Rest in Peace is fine, though I always hated neutering Snapcasters. I've been thinking of maybe trying out things like Hallowed Moonlight or Surgical Extraction.
You're telling me Rest in Peace is a more narrow card than Cage? Lol.
Rest in Peace is also superb against BGx. You hit Tarmogoyfs, Grim Flayers, Kalitas (no zombies), and Scavenging Ooze. Most decks run 2 abrupt decay max. Once RiP hits the board, the damage is done for several turns especially when players are out of cards and top-decking.
Coco, Nahiri, Kiki-Chord, etc. are not bad match-ups. You know what are the bad match-ups? Storm. Living End. Also, in match-ups like CoCo and Goryo's Vengeance a Rest in Peace getting destroyed is not bad news. Grafdigger's cage getting destroyed is.
If you have room, play both. But clearly, Rest in Peace takes priorities especially when it's most needed against the unfavorable match-ups.
You make arguments without backing it up with substance. RiP doesn't solve the 'liliana' problems but in my opinion, threats immune to bolts are just as problematic for jeskai midrange. Every BGx players I've talked to hates double sided grave hate. You hit 8+ creatures in their deck vs 4 of your own. The difference is that snapcaster mage isn't the win con in this deck. Also, players are moving away from fulminator mages because they realize it's not worth a marginal improvement against Tron decks.
If you are running ancestral vision as a sideboard card, you need to dedicate at least 3. Kind of a big slot dedication for a card that many pro players have moved away from maining even in control decks. Not trying to make an appeal to authority here, only to reinforce the idea that visions is hit or miss like fulminator mages.
You have counterspells for chord/company and efficient removals for sack outlets. The matchup is at least 50/50. In case you didn't realize, RiP is also great against coco.
To deal with planeswalkers, pithing needle is a decent choice aside from celestial purge. It also solves the manland problems. It can handle viscera seer fromg going off. Helps against Tron (though temporary).
Modern is such a diverse meta you should expect to see fringe combo decks like living end and storm (at competitive events) which feast on metas like this.
https://www.mtggoldfish.com/deck/465945#online
https://www.mtggoldfish.com/deck/466015#online
I love know if Great Nate and team geist have some thoughts about spell queller in geist list. I dont like the card in my test, but they are the experts .
Death and taxes / UW control
Regardless, I came back to a Geist of Saint Traft build after fooling around with Kiki-Angel for a while. I won a PPTQ yesterday with the following list:
4 Flooded Strand
3 Polluted Delta
1 Scalding Tarn
3 Celestial Colonnade
2 Hallowed Fountain
2 Steam Vents
1 Sacred Foundry
2 Sulfur Falls
1 Ghost Quarter
1 Eiganjo Castle
2 Island
1 Mountain
1 Plains
3 Geist of Saint Traft
2 Spell Queller
2 Restoration Angel
1 Vendillion Clique
4 Lighting Bolt
4 Path to Exile
3 Lightning Helix
2 Electrolyze
3 Serum Visions
2 Remand
3 Mana Leak
1 Spell Snare
2 Cryptic Command
1 Wear // Tear
1 Izzet Staticaster
1 Elspeth,Sun's Champion
2 Negate
1 Dispel
1 Stony Silence
1 Crumble to Dust
1 Anger of the Gods
1 Supreme Verdict
1 Relic of Progenitus
1 Celestial Purge
1 Blessed Alliance
I think Spell Queller is very strong in this deck as it can sometimes grant very large tempo swings. It especially shines in non-interactive matchups where it's unlikely they'll ever get the Quelled card back (e.g., Ad Nauseum). Also, don't forget about the "hidden mode" of a simple 2/3 flash flyer. There are some spells that are better left resolved now than later on your opponents terms!
Queller is great against decks light on removal, bad against decks heavy on removal. I feel that with Jeskai Geist, one of its greatest strengths is that all its threats are either resistant to removals or gains value before removal. So I feel that the card is good, but is probably a meta card or a card for the sideboard. Even when I faced a spirit deck yesterday, it was only good when it was backed up by a lot of hexproof protection from other spirits, otherwise I got a huge tempo swing from it.
I found it to be QUITE good against Ad Nauseam (which I played against in the finals). It counters Phyrexian Unlife and any of the setup cards (cantrips and mana rocks). That matchup isn't about sitting back and waiting to counter Ad Nauseam as you will lose. I'm not saying Spell Queller is a shoe-in for the deck, but I think it's very good in certain matchups. I used to play it in the sideboard, but I brought it in enough that I figured I would try it in the main. Honestly, that aren't that many matchups where I feel the card is bad. Jund is probably the worst. It's not at it's best vs. UWR Nahiri either, but Geist is great there so I'm not too worried about it.
Personally, I think your list looks too slow - far more Control than Midrange. For example, you're using 3x Cryptic Command, and I don't like Electrolyze either. You could easily replace the Cryptics with earlier counterspells like Spell Snare or extra Remand or Mana Leak. Quicker counters in the MB gives you more room in the Sideboard - I'd drop a Dispel for a 2nd Wear//Tear or Elspeth, Sun's Champion for example. This Elspeth is great against most of Bant Eldrazi as you minus her to board wipe TKS or Smasher, or plus her to gum up the board with soldier tokens.
I'd never leave home without 4x Geist and minimum 3x Restoration Angel. Geist is usually the main way this deck wins.
I also prefer Wrath of God to Verdict as its easier to cast, not many relevant decks can counter it, and stops Elves plus Thrun, The Last Troll. I'm unsure on only running 2x Ancestral Visions - I've not tested it, but from friends who run it, you NEED to see it early/midgame otherwise its nowhere near as great late game. They run 3 or 4...
Against Bant Eldrazi, kill the early Birds of Paradise or Noble Hierarch depending on what they run. Blow up Eldrazi Temple with your Ghost Quarter. Sideboard in Timely Reinforcements, Dispel (they often have SB counter-magic) and Verdict/Wrath.
As has been mentioned you want to try and slow them down be pinging their dorks, removing temple (or cavern depending on the game state) and killing everything else that moves and at the same time present a clock. Clique is good at getting rid of TKS or Smasher and hitting back in the air, restos can block their smaller stuff but are generally better at presenting a clock. YOUR BEST CARDS after Path are 4 cmc sweepers and bombs like Big Elspeth or Gideon Jura.
From the Eldrazi side I am primarily motivated to stop snapcaster, paths and to a lessor extent bolt and serum visions (I cant do much about cryptic and verdict other than stop them recurring - sometimes you can get a chalice on 4 though - lol). Thus I will bring in 2x RIP and 4x Chalice of the Void (I may also bring in Cage and Worship depending on the UWx build). Be aware that Eldrazi have these cards available to them - they will nerf your CA if you are not prepared. Chalice and RIP is often how I win games 2 and 3.
Bant Eldrazi
UW Control
U Merfolk
Legacy
Merfolk
UR Delver
I don't understand the point of playing Ancestral Visions if you are going to play only 2 copies. You typically want to see just 1 copy and you need to see it in your opening hand preferably. Drawing it late is just awful. Running 3 vs 2 is a substantial increase in probability (around 20~30% from what I recall, if we include probability of 1 or more). Running 4 vs 3 is not a substantial difference unless you want to see multiples but considering sideboard limitations and most scenarios, you want 3.
Anger of the Gods is reasonable in the main deck right now. Doesn't kill the big boys but you still get matter reshaper, displacer, drowner tokens, and noble hierarch. Also a lifesaver vs Dredge, Merfolk, and CoCo. If we want to consider pure board wipes, I think it's reasonable. Most of the meta is creature based. You could argue it's dead in a lot of match-ups but that is true for basically both your removal spells and counterspells.
Runed Halo is fine tech against Seer and Smasher.
4 Snapcaster Mage
1 Emrakul, the Aeons Torn
4 Geist of Saint Traft
1 Vendilion Clique
Planeswalkers (4)
4 Nahiri, the Harbinger
Spells (22)
2 Cryptic Command
2 Electrolyze
4 Lightning Bolt
2 Lightning Helix
3 Mana Leak
4 Path to Exile
1 Spell Snare
2 Anger of the Gods
2 Serum Visions
2 Island
1 Mountain
1 Plains
2 Arid Mesa
4 Celestial Colonnade
1 Desolate Lighthouse
4 Flooded Strand
1 Hallowed Fountain
1 Sacred Foundry
4 Scalding Tarn
2 Steam Vents
2 Sulfur Falls
1 Engineered Explosives
2 Izzet Staticaster
1 Stony Silence
2 Blessed Alliance
2 Negate
1 Wear
1 Keranos, God of Storms
2 Crumble to Dust
2 Timely Reinforcements
1 Wrath of God
UWRUWR Delver/Lynx TempoUWR-------UWRUWR Midrange GeistUWR-------UWRUWR Nahiri ControlUWR-------UWRUWR SaheeliUWR
BGRJund / Jund ShadowBGR-------BGWAbzan / Abzan ShadowBGW
Commander (Leviathan/MTGO): UWGeist of Saint TraftUW
Ad Nauseam has two main conditions which is annoying but at least you shut one down. But it's great against a lot of decks (Boogles, Infect, Scapeshift variants, Eldrazi, Dredge since they run redundant creatures, Gifts Ungiven, etc.) Patrick Chapin wrote an article listing the pros and cons and now the pros have extended in the new meta.
Also, Etched Champion is one of the main ways Affinity wins against Jeskai.
Can't imagine how Spreading Seas is any good against Valakut. Most of the times, the Valakut decks are not interested in putting Valakut on the field until the last minute and the damage will be done by that point. Crumble to dust isn't good against all the varients of Scapeshift decks but you have the option of hitting both the shock lands and Valakut. Not game-ending but will still put you up ahead.
Spreading seas is terrible against Tron unless you have a clock like Merfolk. I could see it being used if you run a heavy Geist build as there is nothing better than Seas on turn 2 and Geist on turn 3 if on the play. Crumble to Dust is slow but when they don't assemble Tron by turn 3, nothing is better.
Bant Eldrazi probably doesn't care too much as they already have a ton of ramp with dorks. Your removals are awkward against their creatures. Path to exile vs Noble Hierarch or a lightning bolt vs Reality Smasher... so don't expect to get them off the ramp.
Runed Halo is probably better vs Valakut and Eldrazi decks. If you want to hit Tron hard, it's more reasonable to max out on Stony Silence and Pithing Needle over land destruction (my experience). Land destruction in Modern is just too pathetic. Pithing Needle is a big reason why Lantern Control matches well against Tron. Pray you have mana leaks for their creatures.
I never said mana leak is good against eldrazi (actually it is not nearly as bad as remand). I said they are good at taking care of Tron creatures while you pithing needle everything else.
On Tron, I wasn't partial to any of the two spells. Crumble is probably better if you are not maxing out on seas.
Land disruption slows down Eldrazi by maybe 2 turns at best, considering ideal
scenarios. They are nothing like Tron and you should be focusing on some other proactive strategy. I can see Blessed Alliance being either really good or really bad.
About AV, great question... i dont test them in SB yet, but when we want (excepct obvius MU like Jund, Abzan and Nahiri) and, we want thos card over othe roption in this MU (over wraths, big wincons and counters).
Where is Greatnate and his team !!!!!?
Death and taxes / UW control
https://deckstats.net/deck-11273098-a86302e97b08e92e052c3b504295fad1.html
Most of the day i actually found myself wanting more Spell Quellers over Geist, as I only ever needed to cast Geist twice all day to win a game. As much as I hate the idea of not using Geist, I'm gonna try moving a Geist or two to the sideboard for another Queller main instead of the 3 Geist+2 Queller split, as Geist has been especially mediocre on the draw in almost every case against the linear strategies dominating modern at the moment. Queller at least provides some tempo gain when on the draw. I didn't bother putting any UR fastlands in the deck yet either. I know the option of Serum Visions or Bolt turn one without shocking is nice, but I want to be drawing lands into the later stages of the game so I'm not totally sure how to implement them or if I even should.