[Deck] UWR - Snap-Friends (Snapcaster Tempo/Control)

  • #1
    Snapcaster Tempo

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    With 12post now gone from the meta, and Innistrad newly rotating into the Modern environment, blue based tempo / control decks are now finally viable as well as potent. I created this deck as a tempo/control deck that allows players to leverage their own play skill and ability to best an opponent, instead of goldfishing for the fastest combo or aggro hand.

    The result? My current record with this deck is quite strong, especially when playing against the meta's top decks like Affinity, Zoo, etc. That being said, as I mentioned, play-skill is a huge part of this deck, and since the decision trees are so huge in this, it's very easy to toss games, or make small missplays that lead to a lower chance of winning.

    Badd Business's DeckMagic OnlineOCTGN2ApprenticeBuy These Cards
    Creatures
    4x Snapcaster Mage
    3x Vendilion Clique
    2x Venser, Shaper Savant

    Planeswalkers
    3x Elspeth, Knight Errant
    2x Ajani Vengeant

    Instants // Sorceries
    4x Mana Leak
    2x Spell Snare
    1x Spell Pierce
    3x Cryptic Command
    3x Lightning Helix
    4x Path to Exile
    2x Repeal

    Artifacts
    2x Sword of Feast and Famine

    Lands
    3x Celestial Colonnade
    2x Faerie Conclave
    2x Arid Mesa
    4x Scalding Tarn
    2x Steam Vents
    2x Hallowed Fountain
    1x Sacred Foundry
    2x Glacial Fortress
    2x Cascade Bluffs
    3x Island
    1x Plains
    1x Mountain



    In a few ways, this deck is a hybridization of Faeries, Stoneforge tempo, and UWR Superfriends. The Planeswalkers are ultimately what gives this reach. The advantage planeswalkers have in here is that they give you a huge leg up against opposing control or tempo decks, and essentially give you something that you want to tap out for. Most tempo or control decks can make an end of turn play on something such as Vendilion Clique, which either forces an opposing control player to counter it, or to give up what's likely to be their only counter in their hand. While this is good, it's not going to be a homerun unless you can tap out to play a backbreaking card on turn 4. This is where Elspeth and Ajani are incredibly powerful, since you can drop all your creatures at the end of your turn, and force an opponent to either allow your planeswalkers to resolve, or to simply die to your creatures / tempo.

    Having 2 sword of Feast and Famine is great, but it's not plan A by any means. The swords are more or less there to act as a "finisher" that gets more value out of your snapcaster mages, since his 2/1 body isn't all that aggressive by traditional standards.

    In a lot of ways, this does look like a control deck, but make no mistake, this is a tempo deck through and through. It's not as fast of a tempo deck such as Delver, but the deck turns live typically on turn 4 when you start hitting mana for Cryptic Command, Venser, and planeswalkers.

    While the UW shell is generally going to be the "norm" for this style of deck, some may try Bant or Esper. I've had the best luck with UWR, since it gives access to the best instants in the format, is the strongest version when playing against aggro decks (thanks to helix, bolt, and vengeant), and gives much needed reach to the deck's gameplan.

    Other random notes:

    1. Repeal is one of my personal favorite cards in the modern card pool. It'll slow opposing decks down quite a bit, and serves as the best all-purpose utility card in here. Repeal is great at slowing down decks like affinity or delver, and is also great for late-game tricks with snapcaster mage.

    2. Having man-lands is an absolute necessity. I rarely attack for more than 1-2 times with my manlands since I typically don't want to tap-out to animate a colonnade or conclave, but they allow you to get in that extra 5-6 damage that ends the game in a single strike, as opposed to being forced to grind games out with 3/1 fliers.

    3. Games will frequently be very close in terms of damage, and come down to who can win a race at the end of a game. It's frequently the best play to allow an opponent to swing in with nacatls for a few turns while you hold up mana for permission. Typically, you play the role of simply chipping away at an opponent's life total until you're free to swing in for an uninterrupted alpha strike with 1-2 creatures and a colonnade.

    4. I've been playing this deck since September, and it's still good. This deck is good against other tempo decks as well, especially delver decks which have a hard time dealing with the removal package in here.
    Last edited by Badd Business: 2/16/2012 5:48:37 PM
    Find me online - I'm on Cockatrice * Tag - Badd B - Or on MTGO - Tag - Cbus05
  • #2
    assuming these are 4 ofs each, what's the other 36 cards?
  • #3
    Forgot I wrote this post.

    In any case I've still been playing this, and this deck just wrecks any aggro deck, and usually will beat most control decks.

    It takes skill to play, since it's a tempo deck more than a true control deck. Sometimes, you'll end up just going aggro via Clique & Elspeth, while using your helixes to dome an opponent. Other times, you'll slowly widdle the game away.

    The only main differences from before, are that I switched the 2x Lightning Bolt for 2x Lightning Helix, and i've added 2 of the spell snares to the maindeck in lieu of the current meta.
    Find me online - I'm on Cockatrice * Tag - Badd B - Or on MTGO - Tag - Cbus05
  • #4
    Looking quite good, but needs some anti-combo tech... possibly Isochron/Helix package.
    Decks
    Standart - Nothing yet.
    Extended - Sux atm.
    Modern - UBR Mystical Faeries
    Legacy - UB Fae
  • #5
    Quote from cbus05
    Forgot I wrote this post.

    In any case I've still been playing this, and this deck just wrecks any aggro deck, and usually will beat most control decks.

    It takes skill to play, since it's a tempo deck more than a true control deck. Sometimes, you'll end up just going aggro via Clique & Elspeth, while using your helixes to dome an opponent. Other times, you'll slowly widdle the game away.

    The only main differences from before, are that I switched the 2x Lightning Bolt for 2x Lightning Helix, and i've added 2 of the spell snares to the maindeck in lieu of the current meta.


    just being a tempo doesn't mean its more skill intensive. it just means that you will often times lose because you have the wrong draw. If something is too middle of the road often times it will just kinda be crappy. Competitive magic is about lowering variance the only way you can which is building your deck to consistently have the same results as much as possible. A deck that is sometimes aggro and sometimes a control deck with no card advantage does not really do that. Most of the cards are good anyways like snappy and venny, although the swords are problematic with as few creatures as you run.

    (about the swords)
    I know the PWs and the man lands, but aren't you better off being just a bit slow, but having the ability to draw cards or having slightly more removal?
    In life all we can do is try to make things better. Sitting lost in old ways and fearing change only makes us outdated and ignorant.


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  • #6
    Quote from slipknot72102
    just being a tempo doesn't mean its more skill intensive. it just means that you will often times lose because you have the wrong draw. If something is too middle of the road often times it will just kinda be crappy. Competitive magic is about lowering variance the only way you can which is building your deck to consistently have the same results as much as possible. A deck that is sometimes aggro and sometimes a control deck with no card advantage does not really do that. Most of the cards are good anyways like snappy and venny, although the swords are problematic with as few creatures as you run.


    I'm not trying to imply tempo by itself makes it more skill intensive, but traditionally, blue tempo decks are more difficult to play *right* than the average deck because your gameplan isn't as straight forward as an aggro deck, combo deck, or even flat out control deck.

    As for being "middle of the road" that has nothing to do with how crappy it is or isn't. Stoneforge Mystic decks were tempo decks, Faerie decks are tempo decks, Next Level blue is largely a tempo deck. In Legacy, Tempo Thresh & Team America are also tempo decks, and they all seem to be doing quite well, and are frequently the decks of choice for the top level pros.

    As for card advantage, don't think this deck doesn't gain card advantage, it's just not as obvious as "draw 2 cards" as you would see in a lot of decks. Snapcaster Mage + Planeswalkers are largely card advantage by themselves. Cryptic Command = card advantage. But more than anything else, instead of reaching a critical point where you've gained so much more card advantage than an opponent that you can lock out the game, you instead seek to Kill the opponent while they try to establish a board presence or entirely run you out of resources. Considering the only creatures played in here have Flash, it works pretty well overall.

    As I mentioned, a good place to start comparisons to this would be UB Fae without Ancestral Visions. It never needed card draw to gain card advantage, and while Ancestral Visions was no doubt an important card in the old extended version, it wasn't a necessary card in the deck.

    Quote from slipknot72102

    (about the swords)
    I know the PWs and the man lands, but aren't you better off being just a bit slow, but having the ability to draw cards or having slightly more removal?


    4x Path to Exile, 4x Lightning Helix, 2x Repeal & a buttload of permission = lots of maindeck removal/answers. Add in 4x Snapcaster Mage, and if anything, there is too much removal in here already. 2x Venser, Shaper Savant also might as well count as removal in a lot of ways.

    At some point, you need to put pressure on an opponent, because eventually combo decks will be able to work around your countermagic, or Aggro decks will draw a critical mass of burn spells to burn you out. I know that's *your* play style, but in just about every non standard format, unless you can establish a soft lock akin to Counterbalance or a Prison based control deck, control decks need to put a clock on an opponent or they'll jeopardize the game to bad draws.

    Sword of Feast and Famine is essentially the finisher. If you're playing Snapcaster mage, you would be stupid not to play at least 1-2 swords, if for nothing other than getting value out of a puny 2/1 body. More than just that, Swords are always great in conjunction with creatures that have flash, and gain value from entering the battlefield.


    Looking quite good, but needs some anti-combo tech... possibly Isochron/Helix package.


    I'm not really following. Isochron + Helix is good vs. aggro, but generally terrible vs. Combo decks. Combo is a cake walk for this deck. 4x Maindeck Leaks, 3x Cryptic Command, 3x Vendilion Clique, and more hate from the board makes it pretty hard to lose to combo decks.
    Find me online - I'm on Cockatrice * Tag - Badd B - Or on MTGO - Tag - Cbus05
  • #7
    Still been rocking with this. I added Geist of St. Traft into the board since it's such an awesome resource in any control mirrors. If you're playing against a deck like Cruel Control or Teachings, Geist is just an absolute beating for them.

    Overall, I've yet to find a bad matchup where I feel I simply can't win. At worst, a matchup i've found is maybe 50/50, but if that's your worst matchup, you're pretty good overall.
    Last edited by Badd Business: 10/24/2011 5:51:32 PM
    Find me online - I'm on Cockatrice * Tag - Badd B - Or on MTGO - Tag - Cbus05
  • #8
    Quote from slipknot72102
    just being a tempo doesn't mean its more skill intensive.


    That's factually incorrect. Period. It is almost guaranteed to be more skill intensive than most aggro, most midrange, and a fair amount of control and combo. Tempo is hard, especially when it lacks busted synergies.

    Anyway, just played against this deck, and it is ****ing legit. I see potential for good Zoo, Twin, and Affinity matchups, winnable Midrange MUs...overall, it seems beastly. Will keep brewing.


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  • #9
    I play modern for fun and this is my "Go-To" deck in order to literally just thrash any aggro deck that comes my way.

    Mono Red? Tribal-Flames Zoo? Affinity? --> No problem at all.

    Differences:

    -Spell Snare, Repeal, V. Clique, Venser, Ajani, Elspeth, Stix

    +Bolt, Kitchen Finks, Gifts Package (tons of 1-ofs) that always change and include things like: DoJ, WoG, O-Ring, Path, Wurmcoil Engine, Gideon, Batterskull, SoFaF, Crucible of Worlds, Mindslaver, Momentary Blink, Academy Ruins, Buried Ruin, Jace Beleren, Tectonic Edge, Venser creature

    I am by no means trying to advocate my version as ideal and streamlined, but it's a heck of a lot of fun to play. Snapcaster -> Gifts is epic & the game typically goes long (as the deck is basically a pile of answers) so you gifts slaver lock and win.

    Some gifts piles:
    Slaver, Crucible, Buried Ruin, Academy Ruins
    WoG, DoJ, Path to Exile, Oring
    Gideon, Wurmcoil, Batterskull, Buried Ruin
    Momentary Blink, Snapcaster Mage, Cryptic Command, Venser the Creature

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  • #10
    i initially had the RWU primer for star spangled slaughter in modern but after inistrad came out this is almost identical to what it morphed into.. i prefer the giest over lightning angel for the 1CC cheaper and its shroud is priceless...

    AMIODARONE's DeckMagic OnlineOCTGN2ApprenticeBuy These Cards
    CREATURES: 8
    4x snapcaster mage
    2x spellskrite
    2x Giest of st traft

    INSTANTS: 23
    4x lightning bolt
    4x path to exile
    4x lightning helix
    2x repeal
    4x remand
    3x familiar's ruse
    2x deprive

    SORCERY: 2
    2x timely reinforcements

    ARTIFACTS: 1
    1x batterskull

    PLANESWALKER: 2
    2x elspeth, knight errant

    LANDS: 24
    1x Mountain
    2x Plains
    3x Island
    4x Arid Mesa
    4x Scalding Tarn
    4x Glacial Fortress
    1x Steam Vents
    3x sulfer falls
    2x Hallowed Fountain



    i really use the Timely reinforcements often and they gain me mass tempo in my meta of mostly ZOO, JUND, mono RED, TOKEN TOWN... but if me meta changes to control i will be swapping them out for CRYPTIC COMMAND

    side note ... when you have a familiars ruse and snapper early in hand with this deck the tempo and CA is unparalleled and when you use spellskrite to eat 1-2 spells then save him with the repeal / fam ruse it makes the opp cringe
    Last edited by AMIODARONE: 11/29/2011 11:40:19 PM
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  • #11
    Quote from AMIODARONE
    i initially had the RWU primer for star spangled slaughter in modern but after inistrad came out this is almost identical to what it morphed into.. i prefer the giest over lightning angel for the 1CC cheaper and its shroud is priceless...

    Badd Business's DeckMagic OnlineOCTGN2ApprenticeBuy These Cards
    CREATURES: 8
    4x snapcaster mage
    2x spellskrite
    2x Giest of st traft

    INSTANTS: 23
    4x lightning bolt
    4x path to exile
    4x lightning helix
    2x repeal
    4x remand
    3x familiar's ruse
    2x deprive

    SORCERY: 2
    2x timely reinforcements

    ARTIFACTS: 1
    1x batterskull

    PLANESWALKER: 2
    2x elspeth, knight errant

    LANDS: 24
    1x Mountain
    2x Plains
    3x Island
    4x Arid Mesa
    4x Scalding Tarn
    4x Glacial Fortress
    1x Steam Vents
    3x sulfer falls
    2x Hallowed Fountain



    i really use the Timely reinforcements often and they gain me mass tempo in my meta of mostly ZOO, JUND, mono RED, TOKEN TOWN... but if me meta changes to control i will be swapping them out for CRYPTIC COMMAND

    side note ... when you have a familiars ruse and snapper early in hand with this deck the tempo and CA is unparalleled and when you use spellskrite to eat 1-2 spells then save him with the repeal / fam ruse it makes the opp cringe


    Doesn't look bad. That being said, while I *like* familiar's ruse, you're not even going to be able to use it until turn 4-5 at earliest, and at that point, you may as well just play Cryptic Command instead. Cryptic gives you a lot of incidental late game power too with Snapcasters.

    The other important thing, is you really NEED manlands. This deck wins off manlands, and pecking away at their life with snapcaster, clique, and elspeth.

    Personally, I'm not a big fan of Timely Reinforcements in a deck like this that's more tempo oriented. I would honestly just go with +3 Cliques. Every time I try cutting my own cliques down to 2, I start missing them and want more.


    -Another thing to note, you may want to play firespout in place of your wraths. Having the option to "wrath" on turn 3 is a big deal when playing swarm decks like Affinity or even Elf Combos. Including 2-3 nevermore in the board is also a great way to shut down an opponent's Punishing Grove combo which WILL kill you if you don't have any hate for it.
    Find me online - I'm on Cockatrice * Tag - Badd B - Or on MTGO - Tag - Cbus05
  • #12
    I have been running UWR control for a couple weeks, though my build is a bit far from this. The three colors give us so many control options, and Ajani is just such a house. It will be interesting to see other folks getting results with UWR control so that the deck can evolve.
    GaJo
    tumblr: thewormturns
    MTGO: Dr Worm
    EDH: Earl, Ghaiji Aggro, Snow Patrol, Shirei, Eeshatron, Momir Big, What's Yours is Mine, Punisher
    Modern: Red Snow Devotion, X-Force, Black Devotion Control
    Currently Testing: Fever Dream

    ؟ is the "Irony Mark", but since no one seems to be able to use the term "irony" correctly, I hereby dub it the "Sarcasm Mark."
  • #13
    Do you guys think that Lightning Angel is worst than any of the creatures you are running? I know Clique is a beast, but I love LA for the old school feel and the quick beatdown it can provide (6 turn clock max). Doesn't die to Smother (the 2nd most played removal in the format). If I had a few Cliques, I would run them, but as of right now, this is what I'm running:

    Angel ControlMagic OnlineOCTGN2ApprenticeBuy These Cards
    --Creatures--
    4 Snapcaster Mage
    3 Lightning Angel
    2 Baneslayer Angel

    3 Ajani Vengaent
    2 Elspeth, Knight-Errant

    3 Lightning Helix
    4 Path to Exile
    3 Punishing Fire

    3 Mana Leak
    4 Remand
    2 Cryptic Command

    3 Think Twice

    2 Steam Vents
    1 Hallowed Fountain
    2 Sacred Foundry
    4 Glacial Fortress
    2 Sulfur Falls
    4 Grove of Burnwillows
    2 Island
    1 Plains
    1 Mountain
    2 Arid Mesa
    1 Scalded Tarn
    2 Misty Rainforest

    3 Relic of Progenitus
    3 Ancient Grudge
    3 Flashfreeze
    3 Condemn
    3 Trickbind

  • #14
    So is Geist better than lightning angel? I'm not convinced but I'll test it. I like angel for the fat butt, the flying and the ability to block. What other flyers are getting played atm? Nothing bigger than her. Geist gets in there, sure, but does nothing on d and doesn't have haste, giving your opponents time to react.

    What would be a good draw engine for this deck? Careful consideration? Desperate ravings? Also I think 4x bolt and 4x helix is a minimum in terms of burn spells. Also ajani is great but not as great as elspeth, who is also questionable with the number of creatures, and together they really clog the 4 spot up with angel and snapcaster + whatever. I'd say these lists need less pw's and more burn and draw. If anyone is following the archetype or has thoughts i'd live to hear them! Definitely building this atm, I may post my build tomorrow
    Standard: Humanimator
    Modern: Jund, Wafo-Tapa UWR
    Legacy: Witch-Maw Stoneblade
    EDH: Ruhan of the Fomori, Hazezon Tamar, Maga, Traitor to Mortals
  • #15
    Geist>LA.

    I say: ditch all your big, bulky cards that cost more than 3 mana, add in Delver of Secrets and Grim Lavamancer. Things are aces for tempo. Geist seems fine, since you have a lot of ways to keep the board clear for him.


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  • #16
    Quote from Zelderex
    Geist>LA.

    I say: ditch all your big, bulky cards that cost more than 3 mana, add in Delver of Secrets and Grim Lavamancer. Things are aces for tempo. Geist seems fine, since you have a lot of ways to keep the board clear for him.


    Geist, Delver, and Lavamancer are all subpar against aggro right now, which is a bit of a problem. Lightning angel at least can provide some defense. I think if you're playing Delver, you're going to end up going a more aggro route than control here, and you focus way more on speed than control.

    Two creatures to consider that don't get a lot of love around here are Emeria Angel and Venser, Shaper Savant. Both are really good cards that haven't seen any play in modern.
    Last edited by Badd Business: 12/7/2011 3:50:06 AM
    Find me online - I'm on Cockatrice * Tag - Badd B - Or on MTGO - Tag - Cbus05
  • #17
    They both die to Lightning Bolt, and are puny next to most creature. It's not a very good climate for them right now.
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  • #18
    Quote from Yamikiri
    They both die to Lightning Bolt, and are puny next to most creature. It's not a very good climate for them right now.


    Well, the general idea is that they give you value regardless of whether they die or not. Emeria = you play turn 5 potentially, then drop a land to give you a bird. You get 2 birds if it's a fetch. Venser at least gives you a bounce effect as well, and has flash, which is highly relevant.
    Find me online - I'm on Cockatrice * Tag - Badd B - Or on MTGO - Tag - Cbus05
  • #19
    Both are very, very good indeed.

    I think Venser is more splashable, however. Emeria likes a bit of support, either by getting lots of lands in play or pumping her birdies.

    No reason not to play Geist here, though.
    I fly like Faeries, get high like Jace
    If you catch me with a Verdict I got Celestial Colonnade
    If you try to cast a spell I'll counter all day
    I'll beat you in a second if you wait
  • #20
    I have been running a URW control deck on MTGO for a couple weeks that has been doing pretty well. I lack Clique, and have been running some cards you guys are not really considering, but it seems pretty good for me.
    DrWorm's DeckMagic OnlineOCTGN2ApprenticeBuy These Cards
    Creatures:
    3 Snapcaster Mage
    3 Magus of the Tabernacle

    Planeswalker:
    2 Ajani Vengeant
    1 Elspeth, Knight-Errant

    Instants:
    2 Lightning Helix
    3 Path to Exile
    3 Trickbind
    4 Mana Leak
    4 Telling Time
    4 Think Twice

    Other Spells:
    4 Ghostly Prison
    4 Leyline of Sanctity

    Land:
    3 Scalding Tarn
    1 Steam Vents
    3 Sacred Foundry
    3 Glacial Fortress
    4 Celestial Colonnade
    3 Arid Mesa
    3 Plains
    2 Island
    2 Mountain

    I have tried Cryptic Command, and with my available lands it can be hard to cast, and Trickbind is a weird card for the MB, but it is never a dead card for me. I would like to get in a couple more counters in, and I have been going back an forth swapping in Venser in the MD, and putting Magus in the SB, but somtimes my prisons can't hold back the aggro hordes.
    GaJo
    tumblr: thewormturns
    MTGO: Dr Worm
    EDH: Earl, Ghaiji Aggro, Snow Patrol, Shirei, Eeshatron, Momir Big, What's Yours is Mine, Punisher
    Modern: Red Snow Devotion, X-Force, Black Devotion Control
    Currently Testing: Fever Dream

    ؟ is the "Irony Mark", but since no one seems to be able to use the term "irony" correctly, I hereby dub it the "Sarcasm Mark."
  • #21
    While I don't doubt the above deck list isn't bad, it's really an entirely different concept from how this normally plays. This is first and foremost a tempo deck.


    One card I've fallen in love with is Moorland Haunt. That card is the stone cold nuts in here, even if it's just giving you an extra 2 spirit tokens, in a control or tempo mirror, it's incredibly powerful.

    I also think Spell Snare is now much better with the recent bannings. People are going to be playing a lot more control, a lot more confidants, even more goyfs, and more 2 mana spells that you'll want to snare. Snare is incredible in control mirrors as it's a 1 mana hard-counter on just about any blue-based disruption they will be playing outside cryptic command.

    Here is what I'm currently playing with. I've re-tuned it to be slightly better in control or tempo mirrors, adding 2 geists to the maindeck, and putting a little more burn in, and trading the helixes for the more efficient bolts.


    Badd Business's DeckMagic OnlineOCTGN2ApprenticeBuy These Cards
    Creatures
    4x Snapcaster Mage
    3x Vendilion Clique
    2x Geist of Saint Traft
    2x Venser, Shaper Savant

    Instants
    4x Mana Leak
    3x Cryptic Command
    2x Spell Snare
    4x Lightning Bolt
    2x Lightning Helix
    3x Path To Exile

    Planeswalkers
    2x Ajani Vengeant
    2x Elspeth, Knight Errant

    Artifacts
    2x Sword of Feast and Famine

    Lands
    2x Moorland Haunt
    2x Celestial Colonnade
    3x Faerie Conclave
    2x Glacial Fortress
    2x Hallowed Fountain
    3x Island
    2x Arid Mesa
    4x Scalding Tarn
    1x Plains
    1x Mountain
    1x Sacred Foundry
    1x Steam Vents
    1x Sulfur Falls

    Find me online - I'm on Cockatrice * Tag - Badd B - Or on MTGO - Tag - Cbus05
  • #22
    I like that deck, I feel like it needs some draw, though. Tried Careful Consideration? Even Desperate Ravings isn't bad. I'd cut the swords and vensers for some kind of CA. not sure about the removal numbers or the three cryptics (in a 3color deck) either. Also Does Ajani do enough for you? I love him personally but don't know that he's strong enough for Modern ATM.
    Standard: Humanimator
    Modern: Jund, Wafo-Tapa UWR
    Legacy: Witch-Maw Stoneblade
    EDH: Ruhan of the Fomori, Hazezon Tamar, Maga, Traitor to Mortals
  • #23
    Quote from dscherli
    I like that deck, I feel like it needs some draw, though. Tried Careful Consideration? Even Desperate Ravings isn't bad. I'd cut the swords and vensers for some kind of CA. not sure about the removal numbers or the three cryptics (in a 3color deck) either. Also Does Ajani do enough for you? I love him personally but don't know that he's strong enough for Modern ATM.


    This isn't a control deck, it's a tempo deck. You generally don't want to be durdling around trying to draw a card. And if anything, you want to play more swords. They're your main win conditions, and nothing is more powerful than Clique, Venser, or Snapcaster end of turn, equip with sword, swing, have them discard, untap, then drop either a planeswalker, or keep mana open for a Cryptic.

    Ajani is great. There are a lot of decks that just have no answer to him. IF you can resolve him against a control deck, a lot of times they'll have no way to deal with him until he'll wrath their lands. Against aggro, he'll either keep a creature tapped down, or he'll take one of their threats out and gain you some life at the same time, while also forcing them to fog themselves.

    If you manage to +1 him, then -2 him twice, you've typically gained a ton of tempo and card advantage. Him and Elspeth together basically do everything you want to be doing in this deck. Dropping Ajani after hitting 1-2 removal spells is generally gg for any aggro deck in the format too.
    Find me online - I'm on Cockatrice * Tag - Badd B - Or on MTGO - Tag - Cbus05
  • #24
    Here is my list:
    mikeg542's DeckMagic OnlineOCTGN2ApprenticeBuy These Cards
    // Lands
    1 Sacred Foundry
    2 Arid Mesa
    3 Hallowed Fountain
    1 Mountain
    3 Island
    2 Plains
    4 Scalding Tarn
    2 Sulfur Falls
    2 Glacial Fortress
    2 Steam Vents
    3 Celestial Colonnade

    // Creatures
    2 Geist of Saint Traft
    2 Vendilion Clique
    4 Snapcaster Mage
    1 Baneslayer Angel

    // Spells
    3 Ajani Vengeant
    2 Elspeth, Knight-Errant
    4 Mana Leak
    3 Cryptic Command
    2 Spell Snare
    4 Lightning Helix
    4 Path to Exile
    2 Wrath of God
    2 Repeal



    I used to play a similar deck in LRW/SHM/SoA standard and top 16ed a crapton of 100-200 person tourneys. Now with snapcaster and the rest, this becomes pretty amazing awesome.

    I need to make a sideboard after more testing, but currently aggro just rolls over, as do most combo decks. Midrange generally feels hit or miss depending on what they are trying to do. To me, Jund seems like the hardest matchup, but I may be wrong.

    Any thoughts?
  • #25
    So what does everyone think of a Flagstones of Trokair / Perilous Research package? Living the dream would be passing on turn 2 with 2 mana up, responding to their 2-drop with Perilous Research sacrificing Flagstones and fetching Hallowed Fountain, and Piercing, Snaring, or Bolting their play. Seems like a hilarious blowout when you hit it, and randomly hitting Ajani on turn 3 against aggro decks with a double-Flagstones draw also seems nice. Does a set of Flagstones screw with the mana base too much, and is Research too useless without it? Any thoughts on this?

    Thanks to Gabgabdevo for the awesome sig image!

    I'm always looking for foil Madcap Skills and Ghitu Fire-Eater, [trade thread link forthcoming]
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