With an uptick of grindy decks with Jace, Bloodbraid Elf and Liliana of the Veil, Settle the Wreckage feels very strong. Very strong topdeck and it works with snapcaster in the lategame. Even at just 4 mana, 3 tokens at instant speed in their endstep is a strong play in many situations. And if you have time, you wait until it's a game ender. This deck often get to a high number of lands, and it's good to have a card that really can take advantage of that.
It looks like I may have come full circle back to my original Jeskai Flash brew.
I still love spell queller. By far my favorite card in modern. I have a weird strategy where I never cut it.... even vs decks with tons of removal. It's just too much of a fantastic tempo swing.
Did a competitve league tonight and went 4-1 loosing only to Eldrazi Tron.
Beat Dredge, BR hallow one, four color living end, and 8 rack.
It looks like I may have come full circle back to my original Jeskai Flash brew.
I still love spell queller. By far my favorite card in modern. I have a weird strategy where I never cut it.... even vs decks with tons of removal. It's just too much of a fantastic tempo swing.
Did a competitve league tonight and went 4-1 loosing only to Eldrazi Tron.
Beat Dredge, BR hallow one, four color living end, and 8 rack.
How did you manage to beat dregde? I always felt Relic of Progenitus is not enough in that matchup and that I need Rest in Peace to really have a chance.
It looks like I may have come full circle back to my original Jeskai Flash brew.
I still love spell queller. By far my favorite card in modern. I have a weird strategy where I never cut it.... even vs decks with tons of removal. It's just too much of a fantastic tempo swing.
Did a competitve league tonight and went 4-1 loosing only to Eldrazi Tron.
Beat Dredge, BR hallow one, four color living end, and 8 rack.
How did you manage to beat dregde? I always felt Relic of Progenitus is not enough in that matchup and that I need Rest in Peace to really have a chance.
Spell Queller helps alot by being able to exile his enablers instead of countering (such as loom or other flash-back/dredge cards) while also providing a modest clock. I will say this though: it was a harrowing matchup without rest in peace. I got lucky via drawing multiple paths and snapcasters both games I won. I think spell queller helps... but not that much.
The games I won he never hit more than 5 GY based creatures and my removal was able to deal with it.
I did another league with a modified deck list (cut the stony silences sb for a runed halo and a gideon ally of zendikar.
This time I went 3-2. Don't want to chuck it up to just luck, but I did loose vs historically one of our better matchups especially with quellers: merfolk.
I lost vs merfolk and lantern control (understandable since I cut stony... oops) . Beat burn, boggles, and tron.
My current build is really good vs both burn and tron. Boggles was more of a toss up, but I was able to win game 2 off the back of counter magic (to keep him from casting totem armor) and engineered explosives. Game 2 he kept a no totem armor hand and I had a turn 3 anger.
EDIT: the mefolk match-up was particularly infuriating. Game 3 we get into top decking situations. He draws master of waves... master of waves... reevery. And I already killed a master earlier with supreme verdict
Hey guys, longtime Legacy player here, decided to build a UWR deck now that JTMS got unbanned so I could play some Modern. Went 4-0 this weekend with this list I threw together.
Decided to go the Pyro route instead of hard control because I sold my Cryptics years ago when I stopped playing UWR Control, and honestly, with how tight the manabase is I don't even feel like I need them that much. Scepter synergyzes well with Pyro, especially now that the format has access to Opt. Don't have any of the newer cards like Search for Azcanta, although with JTMS I don't feel it's needed anyways. Suggestions welcome!
I saw this interesting conversation between Brian Braun Duin and Shaheen Soorani where Brian says this:
"Jace isn't a control card
you have to play a deck that gets on board early
and then plays jace
jace is a midrange card"
Now, what does it look like, a midrange deck in jeskai colors that plays jace? What are the midrange creatures best fit to play with jace (besides snapcaster)? Geist is a traditional midrange creature, but isn't it too offensive to play with jace? Shouldn't it rather be defensive creatures that can protect jace against attackers?
Jeskai colors lacks beefy defenders like tarmogoyf/tasigur. The closest we got there is perhaps Blade Splicer or Wall of Omens. We do have access to some cards that can go wide, like Young Pyromancer and Secure the wastes that can defend or chump with tokens. Spell Queller has at least a 3 toughness butt, so it can defend against some weenies.
Hey guys, longtime Legacy player here, decided to build a UWR deck now that JTMS got unbanned so I could play some Modern. Went 4-0 this weekend with this list I threw together.
Decided to go the Pyro route instead of hard control because I sold my Cryptics years ago when I stopped playing UWR Control, and honestly, with how tight the manabase is I don't even feel like I need them that much. Scepter synergyzes well with Pyro, especially now that the format has access to Opt. Don't have any of the newer cards like Search for Azcanta, although with JTMS I don't feel it's needed anyways. Suggestions welcome!
Hi, interesting take on the deck! How is it working? I've been messing around with Young Pyromancer + Jace lately too. In my experience it works best when I maximize the number of 1-drop instants and sorceries. I see you have 10, perhaps try to push it up a bit. Path is important and good with Peezy so I'd play 4. Sometimes it's even nice to have the option to path an elemental token to get a basic (like against Ponza or when manascrewed for other reasons) Did you consider some Serum Visions? It's stronger than Opt at digging for what you need (lands etc.) Scepter is spicy and can be very strong in the right matchups, but I'd be scared to play it maindeck because of all the Kolaghans Commands, Abrupt Decays, Maelstrom Pulses and other things around now. It's also a bit too slow and clunky sometimes (3 Jace might be enough clunk already) Perhaps move it to the sideboard.
Hey guys, longtime Legacy player here, decided to build a UWR deck now that JTMS got unbanned so I could play some Modern. Went 4-0 this weekend with this list I threw together.
Decided to go the Pyro route instead of hard control because I sold my Cryptics years ago when I stopped playing UWR Control, and honestly, with how tight the manabase is I don't even feel like I need them that much. Scepter synergyzes well with Pyro, especially now that the format has access to Opt. Don't have any of the newer cards like Search for Azcanta, although with JTMS I don't feel it's needed anyways. Suggestions welcome!
Hi, interesting take on the deck! How is it working? I've been messing around with Young Pyromancer + Jace lately too. In my experience it works best when I maximize the number of 1-drop instants and sorceries. I see you have 10, perhaps try to push it up a bit. Path is important and good with Peezy so I'd play 4. Sometimes it's even nice to have the option to path an elemental token to get a basic (like against Ponza or when manascrewed for other reasons) Did you consider some Serum Visions? It's stronger than Opt at digging for what you need (lands etc.) Scepter is spicy and can be very strong in the right matchups, but I'd be scared to play it maindeck because of all the Kolaghans Commands, Abrupt Decays, Maelstrom Pulses and other things around now. It's also a bit too slow and clunky sometimes (3 Jace might be enough clunk already) Perhaps move it to the sideboard.
Hey, sorry for the late answer, been really busy overall these past few days.
I did another event (3-1) with this above list with -2 Glacial Fortress +2 Hallowed Fountain and -2 Swan Song +2 Path to Exile as my shocks arrived and nobody in my LGS plays Storm or Ad Nauseam so sideboard permission wasn't really needed.
Pyromancer is really great as a tool for protecting Jace, and that's one of the main goals of the deck if you can't aggro the opponent out in the first few turns. The list runs enough burn that I didn't think 4 Paths is really needed, so I'm splitting 2/2 between main and side, and it's worked well so far. Rarely you need all 4 in game 1.
Scepter isn't really a 1-2 if they destroy it as long as you treat the card for what it really is: a 4 drop. You basically never play it with less than 4 mana open if the opponent has ways to get rid of it, and if they destroy it with 2 mana open after casting you still get an activation out if it so it's still a 1 for 1. I personally think it's a great card that can get opponents out of the blue in game 1 and if they're bringing all the artifact removal for game 2 you simply take them down and make them waste multiple slots in their deck. Scepter isn't a great sideboard card, it's one of those cards that really shine in the maindeck.
I like Opt much more than Serum Visions because of its Instant speed, and the deck tries to maximize the amount of EOT actions to make it as much of a draw go playstyle as possible. I've just never been much of a fan of Serum Visions.
Electrolyze will be better at dealing with planeswalkers now when the planeswalker-redirection rule gets changed. If there's two planeswalkers in play, we can now deal one damage to each of them, or one damage to a planeswalker + one damage to opponent.
Playing some semi casual nonsense locally. The decks not fantastic or anything, but I'm winning way more often than I'm losing, which is more than I can usually say about what happens when I play UWR Flash.
Playing some semi casual nonsense locally. The decks not fantastic or anything, but I'm winning way more often than I'm losing, which is more than I can usually say about what happens when I play UWR Flash.
Snapcasters are so broken that 4 is reccomended if you have them, but I'm sure you're already aware of that.
They're not as good in a low cantrip build, the Snapcaster slots are split with Meddling Mage, which weakens the flash plan but happens to be a very good way to beat certain decks, that Snapcaster wouldn't win for you. I've got a playset of them, 4 just hasn't felt like the right number here. Aside from the cantrips, which I'm not running, a large part of Snapcasters power is the ability to go bolt, snap, bolt, and I'm not running a playset of bolts to maximize that, because I'm finding bolt to not be very effective in the local meta right now.
I could see cutting the Ninja (which has underperformed, but the card seemed fun) for another Snapcaster.
I've been going back and forth on Azcanta #2. Azcanta wins so many matchups when you get it, but it always feels bad to draw the second copy.
Edit: Went to -1 Ninja, +1 Snapcaster, -1 Azcanta, +1 Electrolyze.
Played a bunch of games with this list. Obstructionist is performing very well, it turned the Storm matchup around. I went from a sub 10% game win rate to over 80%.
Played a bunch of games with this list. Obstructionist is performing very well, it turned the Storm matchup around. I went from a sub 10% game win rate to over 80%.
Hahahahaha! That's awesome! This really speaks to my soul.
Also, I'm not exactly sure if this is the right place but should I be posting my UW midrange deck list here? I've been posting it in UW control because I'm not playing any red but maybe this is the better spot for it. Someone help a brotha out.
Played a bunch of games with this list. Obstructionist is performing very well, it turned the Storm matchup around. I went from a sub 10% game win rate to over 80%.
Hahahahaha! That's awesome! This really speaks to my soul.
Also, I'm not exactly sure if this is the right place but should I be posting my UW midrange deck list here? I've been posting it in UW control because I'm not playing any red but maybe this is the better spot for it. Someone help a brotha out.
I have no idea, this thread is pretty quiet. I've considered posting my UWR Flash build in the control thread just because it gets more discussion.
I've been very interested in UW Flash as well, but there's not really a good replacement for Lightning Helix, and that's the card that makes red important.
Calciform Pools seems extremely risky given the amount of Field of Ruin and Ghost Quarter in the format right now. I like the Moorland Haunt, how has it worked out for you with so few creatures?
I think you can do better with your manabase. I've had very good results with Prairie Stream. I use a mix of basics, shocks, and streams. Stream is great in the mid to late game when you want to fetch something untapped. Probably matters more in my flash build than in yours.
Calciform Pools has been extremely good. If they are using one of their LD cards on it, I just get to get a basic and still have my Colonnades. The entire manabase in this deck has felt super comfortable too. With the lack of the 3rd color, everything seems to flow pretty smoothly. I'm not always trying to cast cryptic on 4 either so not having the 4th island hasn't really been a big problem. and the "few creatures" is fine. Splicer and resto allows for the deck to go from 0-100 really fast
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4 Geist of Saint Traft
4 Snapcaster Mage
2 Secure the Wastes
Other spells
4 Serum Visions
3 Cryptic Command
4 Lightning Bolt
4 Lightning Helix
4 Opt
4 Path to Exile
4 Remand
1 Search for Azcanta
3 Arid Mesa
3 Celestial Colonnade
3 Flooded Strand
2 Hallowed Fountain
3 Island
1 Plains
3 Polluted Delta
1 Sacred Foundry
3 Steam Vents
1 Search for Azcanta
2 Dispel
2 Settle the Wreckage
4 Silence
2 Spell Pierce
4 Thing in the Ice
With an uptick of grindy decks with Jace, Bloodbraid Elf and Liliana of the Veil, Settle the Wreckage feels very strong. Very strong topdeck and it works with snapcaster in the lategame. Even at just 4 mana, 3 tokens at instant speed in their endstep is a strong play in many situations. And if you have time, you wait until it's a game ender. This deck often get to a high number of lands, and it's good to have a card that really can take advantage of that.
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
I still love spell queller. By far my favorite card in modern. I have a weird strategy where I never cut it.... even vs decks with tons of removal. It's just too much of a fantastic tempo swing.
Did a competitve league tonight and went 4-1 loosing only to Eldrazi Tron.
Beat Dredge, BR hallow one, four color living end, and 8 rack.
4 Lightning Bolt
3 Serum Visions
3 Lightning Helix
2 Electrolyze
4 Cryptic Command
3 Logic Knot
1 Negate
1 Search for Azcanta
4 Snapcaster Mage
3 Geist of Saint Traft
4 Spell Queller
4 Flooded Strand
3 Celestial Colonnade
2 Field of Ruin
3 Island
1 Mountain
1 Plains
1 Sacred Foundry
1 Hallowed Fountain
2 Steam Vents
2 Sulfur Falls
1 Elspeth, Sun's Champion
2 Crumble to Dust
1 Anger of the Gods
2 Relic of Progenitus
2 Supreme Verdict
1 Izzet Staticaster
1 Engineered Explosives
2 Stony Silence
2 Dispel
1 Vendilion Clique
Twitter: twitter.com/axmanonline
Stream: twitch.tv/axman
Current Decks
Modern: Affinity
Standard: BW Control
Legacy: Death and Taxes :symw::symr:
Vintage: NA
How did you manage to beat dregde? I always felt Relic of Progenitus is not enough in that matchup and that I need Rest in Peace to really have a chance.
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
Spell Queller helps alot by being able to exile his enablers instead of countering (such as loom or other flash-back/dredge cards) while also providing a modest clock. I will say this though: it was a harrowing matchup without rest in peace. I got lucky via drawing multiple paths and snapcasters both games I won. I think spell queller helps... but not that much.
The games I won he never hit more than 5 GY based creatures and my removal was able to deal with it.
Edit: cryptic + Geist also helped substantially.
Twitter: twitter.com/axmanonline
Stream: twitch.tv/axman
Current Decks
Modern: Affinity
Standard: BW Control
Legacy: Death and Taxes :symw::symr:
Vintage: NA
This time I went 3-2. Don't want to chuck it up to just luck, but I did loose vs historically one of our better matchups especially with quellers: merfolk.
I lost vs merfolk and lantern control (understandable since I cut stony... oops) . Beat burn, boggles, and tron.
My current build is really good vs both burn and tron. Boggles was more of a toss up, but I was able to win game 2 off the back of counter magic (to keep him from casting totem armor) and engineered explosives. Game 2 he kept a no totem armor hand and I had a turn 3 anger.
EDIT: the mefolk match-up was particularly infuriating. Game 3 we get into top decking situations. He draws master of waves... master of waves... reevery. And I already killed a master earlier with supreme verdict
Twitter: twitter.com/axmanonline
Stream: twitch.tv/axman
Current Decks
Modern: Affinity
Standard: BW Control
Legacy: Death and Taxes :symw::symr:
Vintage: NA
2 Island
1 Mountain
1 Plains
4 Flooded Strand
2 Glacial Fortress
1 Plains
2 Steam Vents
2 Sacred Foundry
4 Scalding Tarn
2 Isochron Scepter
3 Jace, the Mind Sculptor
2 Restoration Angel
3 Vendilion Clique
4 Young Pyromancer
3 Electrolyze
4 Lightning Bolt
4 Lightning Helix
2 Mana Leak
4 Opt
2 Path to Exile
2 Remand
2 Blood Moon
2 Engineered Explosives
2 Kataki, War's Wage
3 Kor Firewalker
3 Rest in Peace
1 Stony Silence
2 Swan Song
Decided to go the Pyro route instead of hard control because I sold my Cryptics years ago when I stopped playing UWR Control, and honestly, with how tight the manabase is I don't even feel like I need them that much. Scepter synergyzes well with Pyro, especially now that the format has access to Opt. Don't have any of the newer cards like Search for Azcanta, although with JTMS I don't feel it's needed anyways. Suggestions welcome!
"Jace isn't a control card
you have to play a deck that gets on board early
and then plays jace
jace is a midrange card"
Now, what does it look like, a midrange deck in jeskai colors that plays jace? What are the midrange creatures best fit to play with jace (besides snapcaster)? Geist is a traditional midrange creature, but isn't it too offensive to play with jace? Shouldn't it rather be defensive creatures that can protect jace against attackers?
Jeskai colors lacks beefy defenders like tarmogoyf/tasigur. The closest we got there is perhaps Blade Splicer or Wall of Omens. We do have access to some cards that can go wide, like Young Pyromancer and Secure the wastes that can defend or chump with tokens. Spell Queller has at least a 3 toughness butt, so it can defend against some weenies.
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
Hi, interesting take on the deck! How is it working? I've been messing around with Young Pyromancer + Jace lately too. In my experience it works best when I maximize the number of 1-drop instants and sorceries. I see you have 10, perhaps try to push it up a bit. Path is important and good with Peezy so I'd play 4. Sometimes it's even nice to have the option to path an elemental token to get a basic (like against Ponza or when manascrewed for other reasons) Did you consider some Serum Visions? It's stronger than Opt at digging for what you need (lands etc.) Scepter is spicy and can be very strong in the right matchups, but I'd be scared to play it maindeck because of all the Kolaghans Commands, Abrupt Decays, Maelstrom Pulses and other things around now. It's also a bit too slow and clunky sometimes (3 Jace might be enough clunk already) Perhaps move it to the sideboard.
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
Hey, sorry for the late answer, been really busy overall these past few days.
I did another event (3-1) with this above list with -2 Glacial Fortress +2 Hallowed Fountain and -2 Swan Song +2 Path to Exile as my shocks arrived and nobody in my LGS plays Storm or Ad Nauseam so sideboard permission wasn't really needed.
Pyromancer is really great as a tool for protecting Jace, and that's one of the main goals of the deck if you can't aggro the opponent out in the first few turns. The list runs enough burn that I didn't think 4 Paths is really needed, so I'm splitting 2/2 between main and side, and it's worked well so far. Rarely you need all 4 in game 1.
Scepter isn't really a 1-2 if they destroy it as long as you treat the card for what it really is: a 4 drop. You basically never play it with less than 4 mana open if the opponent has ways to get rid of it, and if they destroy it with 2 mana open after casting you still get an activation out if it so it's still a 1 for 1. I personally think it's a great card that can get opponents out of the blue in game 1 and if they're bringing all the artifact removal for game 2 you simply take them down and make them waste multiple slots in their deck. Scepter isn't a great sideboard card, it's one of those cards that really shine in the maindeck.
I like Opt much more than Serum Visions because of its Instant speed, and the deck tries to maximize the amount of EOT actions to make it as much of a draw go playstyle as possible. I've just never been much of a fan of Serum Visions.
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
3 Flooded Strand
2 Scalding Tarn
1 Arid Mesa
2 Steam Vents
1 Hallowed Fountain
1 Irrigated Farmland
1 Prairie Stream
1 Sacred Foundry
3 Celestial Colonnade
1 Temple of Epiphany
1 Mystic Gate
2 Field of Ruin
3 Island
1 Plains
1 Mountain
1 Desolate Lighthouse
Creatures 14
2 Snapcaster Mage
2 Meddling Mage
4 Spell Queller
2 Vendilion Clique
3 Restoration Angel
1 Ninja of the Deep Hours
3 Path to Exile
2 Lightning Bolt
1 Magma Spray
1 Mana Leak
1 Logic Knot
2 Lightning Helix
1 Blessed Alliance
2 Search for Azcanta
1 Shadow of Doubt
1 Blind Obedience
1 Kozilek's Return
1 Electrolyze
2 Cryptic Command
1 Settle the Wreckage
1 Sphinx's Revelation
1 Rest in Peace
1 Wear // Tear
1 Spell Snare
1 Keranos, God of Storms
2 Stony Silence
1 Ceremonious Rejection
1 Relic of Progenitus
1 Elder Deep-Fiend
1 Izzet Staticaster
1 Aven Mindcensor
1 Silence
1 Torrential Gearhulk
1 Spell Pierce
1 Archangel Avacyn
Snapcasters are so broken that 4 is reccomended if you have them, but I'm sure you're already aware of that.
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
They're not as good in a low cantrip build, the Snapcaster slots are split with Meddling Mage, which weakens the flash plan but happens to be a very good way to beat certain decks, that Snapcaster wouldn't win for you. I've got a playset of them, 4 just hasn't felt like the right number here. Aside from the cantrips, which I'm not running, a large part of Snapcasters power is the ability to go bolt, snap, bolt, and I'm not running a playset of bolts to maximize that, because I'm finding bolt to not be very effective in the local meta right now.
I could see cutting the Ninja (which has underperformed, but the card seemed fun) for another Snapcaster.
I've been going back and forth on Azcanta #2. Azcanta wins so many matchups when you get it, but it always feels bad to draw the second copy.
Edit: Went to -1 Ninja, +1 Snapcaster, -1 Azcanta, +1 Electrolyze.
3 Flooded Strand
2 Scalding Tarn
1 Arid Mesa
2 Steam Vents
1 Hallowed Fountain
2 Prairie Stream
1 Sacred Foundry
2 Celestial Colonnade
2 Mystic Gate
2 Field of Ruin
3 Island
1 Plains
1 Mountain
1 Desolate Lighthouse
Creatures 13
3 Snapcaster Mage
4 Spell Queller
2 Vendilion Clique
2 Nimble Obstructionist
2 Restoration Angel
4 Opt
3 Path to Exile
2 Lightning Bolt
1 Magma Spray
1 Mana Leak
1 Logic Knot
2 Lightning Helix
1 Blessed Alliance
1 Search for Azcanta
1 Blind Obedience
1 Supreme Will
1 Kozilek's Return
1 Electrolyze
2 Cryptic Command
1 Settle the Wreckage
1 Rest in Peace
1 Wear // Tear
1 Spell Snare
1 Keranos, God of Storms
2 Stony Silence
1 Ceremonious Rejection
1 Relic of Progenitus
1 Elder Deep-Fiend
1 Izzet Staticaster
1 Aven Mindcensor
1 Silence
1 Torrential Gearhulk
1 Spell Pierce
1 Archangel Avacyn
Hahahahaha! That's awesome! This really speaks to my soul.
Also, I'm not exactly sure if this is the right place but should I be posting my UW midrange deck list here? I've been posting it in UW control because I'm not playing any red but maybe this is the better spot for it. Someone help a brotha out.
I have no idea, this thread is pretty quiet. I've considered posting my UWR Flash build in the control thread just because it gets more discussion.
I've been very interested in UW Flash as well, but there's not really a good replacement for Lightning Helix, and that's the card that makes red important.
4 Wall of Omens
4 Blade Splicer
1 Vendilion Clique
4 Restoration Angel
Artifacts:
1 Batterskull
Planeswalkers:
2 Jace, the Mind Sculptor
Enchantments:
3 Spreading Seas
1 Detention Sphere
Instant/Sorcery:
2 Blessed Alliance
4 Path to Exile
3 Cryptic command
2 Logic Knot
2 Spell Snare
2 Negate
4 Flooded Strand
2 Hallowed Fountain
4 Island
2 Plains
1 Moorland Haunt
4 Field of Ruin
1 Ghost Quarter
1 Mystic Gate
4 Celestial Colonnade
1 Calciform Pools
1 Glacial Fortress
2 Dispel
2 Ceremonious Rejecton
1 Ethersworn Cannonist
1 Disenchant
2 Rest In Peace
1 Stony Silence
2 Runed Halo
2 Settle the Wreckage
1 Disdainful Stroke
1 Teferi, Mage of Zhalfir
I think you can do better with your manabase. I've had very good results with Prairie Stream. I use a mix of basics, shocks, and streams. Stream is great in the mid to late game when you want to fetch something untapped. Probably matters more in my flash build than in yours.