I'm not really sure if Boom/Bust is what this deck wants to be doing ... although ... it synergizes very well with Ajani, and resolving Bust is basically game over if you have a planeswalker in play and you've successfully kept their board reasonably clear. I'm not sure if a heavier mana denial strategy is necessarily a good call in a format with a ton of Affinity and Storm combo in it, but it's worth thinking about at least.
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I'm always looking for foil Madcap Skills and Ghitu Fire-Eater, [trade thread link forthcoming]
Flagstones of Trokair makes the Plains it gets ETB tapped. My dream EOT Turn 2 play with my UW Perilous Research Control deck is to Perilous Research the Flagstones. Supplement that with Jace Beleren and the deck can outdraw anyone in the format. I use Geist of Saint Traft so Perilous Research always has stuff to sac (in that case, free angels that get exiled at end of combat anyway).
i took some advice from this thread and odified my previous list to handle a more aggro and unrefined meta like i have here in yuma/el centro. i took it to a modern event with about 20-30 people and ended in 2nd place only due to lose to an awful deck when i got tons of land game 1 and game to opponent went into top deck mode and hit a dozen cards in a row ... pathetic! but prior to that i went 5-0 with 10-0
it has been extremely powerful and keeping up with any deck i put it against. ive though about trading the 2x angels for Cliques but the haste and blocking is much to strong. and i rarely run out of a hand. but i will be testing it soon.
nice one I loove this deck been talking about it in developing competitive U/Wx Quite the brew, how do you like Pongify, beter than dismember? Also deprive is a great singleton. Familiars ruse is also cool with snapy but 2 with 8 creatures seem really loose. Slagstorm over wrath even with all that point removal? Cant say I handt considered the card, at least its not dead v combo, very interesting.
nice one I loove this deck been talking about it in developing competitive U/Wx Quite the brew, how do you like Pongify, beter than dismember? Also deprive is a great singleton. Familiars ruse is also cool with snapy but 2 with 8 creatures seem really loose. Slagstorm over wrath even with all that point removal? Cant say I handt considered the card, at least its not dead v combo, very interesting.
ya bro the pongify was a 4x but then got removed but i really want 2x in the deck... nobody expects it... and it makes goyf/knight/melira cry with a single U INSTANT. and with the slagstorm/bolt/helix i can burn it out if absolutely necessary but with LA and spellskite they block and 3/3 like a champ. never been a problom and also works on my own critters like when i get attacked i can pongify my elspeth token into a formidable blocker and still gain CA on a winning block...
the slagstorm 3x in the MD have been an allstar. and i even leave them in most control MU for the late game reach as just extra burn spells. and all the untargetable's in the meta with st. traft ect
yes the Familiar's Ruse has 1-2 times been in hand with nothing to bring back which is bad but the tempo from all the mid range decks is UNPARALLELED with an active snapcaster... then with 13x target removal, 3x board wipers and 2x spellskrite i can fairly easily keep the swarm off for the first several turns.
although that is 1 reason i wanted to drop LA for Clique. its 1 mana cheaper and i can use it repeatedly with ruse where the angel isnt as tricky with it.
ive tried to keep to the theme of tempo the only cards i really fear dont come down until later in the game anyway. and all the quick combos are critter based and with all the removal its nearly a non issue.
EDIT::: i was just thinking about Nivix, Aerie of the Firemind as a singleton since like all but 11 of the cards in my deck are spells because when im able to hit this at opposing end step im probably not needing lands at that point
So I've been looking at this idea lately and it seems like it'd be really good against aggro, but struggle against things like combo (Twin/Storm), and control lists.
Is this an accurate assessment or where does this deck struggle most?
So I've been looking at this idea lately and it seems like it'd be really good against aggro, but struggle against things like combo (Twin/Storm), and control lists.
Is this an accurate assessment or where does this deck struggle most?
well actually every combo in the format revolves around a creature as a required piece... and with nearly 12x 1CC removal spells all instant speed you can knock out almost any combo in the format... i really like having MU against combos... they are easy to spot and have 1/2 deck land 1/4 filler 1/4 combo... easy peezy
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PARAMEDIC/FIREFIGHTER
YUMA, AZ
I started in SAGA and quit at kamigawa... just came back in nov,2010
well actually every combo in the format revolves around a creature as a required piece... and with nearly 12x 1CC removal spells all instant speed you can knock out almost any combo in the format... i really like having MU against combos... they are easy to spot and have 1/2 deck land 1/4 filler 1/4 combo... easy peezy
...Except for UR Storm, which so famously runs 0 creatures (well, creature cards) that people run Telemin Performance in the sideboard as an OTK against that deck.
Arguably, that deck is 1/4 filler, but the filler often gets cast mid-combo, too, to find the remaining combo pieces.
Empty the Warrens usually produces too many creatures to profitably spot remove. You need to outrace it, use sweepers, or counter the initial attempts to Storm off.
As previous posters have mentioned, just going off the original list, you're playing 9 maindeck counters, 4 snapcaster (for more counters essentially) and then 3 Vendilion Clique, which can single-handedly beat combo by itself sometimes (A well timed clique more or less will win the game vs. storm combo oftentimes) along with additional sideboard hate.
Then as previously mentioned, most combos in the format ARE creature based, where Path is a homerun, and bolt and helix can be strong in as well.
So I'm not really sure where you see this as being weak against combo decks. More than just that, most of the deck is very tunable. You essentially want to run 3x clique, 4x snapcaster, xAjani Vengeant, xElspeth 1.0, xSwords then some combination of burn and permission. I've played tons of versions of this deck, including versions with Spellstutter sprites + Mutavault, blue-heavy versions with vedalken shackles, and burn heavier versions (better for aggro meta).
Once you understand the concept of the deck and the shell, it's pretty easy to tune to just about any meta. Basically just control the early game with efficient removal + permission, resolve 1-2 cards during the mid-game, then ride that mid-game board presence to victory.
I've yet to find a matchup with this deck that I just feel like I can't win. The toughest matchup is probably a tron deck that gets off to a fast start, but they're still very beatable and disruptable, and that's only assuming they get a nut draw.
I've tried Ajani and found it to be Helix and Fog. Whether that's good is debatable, and I'm not sure whether 2 of them belong or if 3 Elspeth is enough.
The counters maindeck are something I could use help with too, since I'm not sure about it. Ditto with the sideboard, which is a mess.
So far in testing, I seem to struggle against Jund, and get crushed by any form of Tron. I think I'm fine against the Delver tempo builds running around though.
I've tried Ajani and found it to be Helix and Fog. Whether that's good is debatable, and I'm not sure whether 2 of them belong or if 3 Elspeth is enough.
The counters maindeck are something I could use help with too, since I'm not sure about it. Ditto with the sideboard, which is a mess.
So far in testing, I seem to struggle against Jund, and get crushed by any form of Tron. I think I'm fine against the Delver tempo builds running around though.
Any advice would be appreciated.
Tron is probably rough on this deck. To be fair, this was built prior to Tron being even remotely popular. I agree Ajani should probably not be a 3-of right now, but I still have liked playing him as a singleton.
Against tron, I think your best answer would be sideboard Telemin Performance, or Bribery. Performance can be nice since it typically wins on the spot against storm.
Outside that, Molten rain is a strong card if your manabase can support it, and Ajani is actually at least decent vs. tron, since it's not uncommon for them to only have 1 white/blue land out, and if you can delay them for a long enough time, he'll armageddon your opponent.
I'm surprised you're getting crushed by Jund. I would heavily advocate Faerie Conclave in here, as most of the time it's better than Colonnade. While I haven't played this deck in a while I wouldn't mind revisiting it and re-tuning it. I still feel like Sword of Feast and Famine is good in here, since the deck was originally designed to have all your creatures give a ton of enter the battlefield value, then use the sword for offense (even if it's a bit mana intensive).
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Tron is probably rough on this deck. To be fair, this was built prior to Tron being even remotely popular. I agree Ajani should probably not be a 3-of right now, but I still have liked playing him as a singleton.
Against tron, I think your best answer would be sideboard Telemin Performance, or Bribery. Performance can be nice since it typically wins on the spot against storm.
Outside that, Molten rain is a strong card if your manabase can support it, and Ajani is actually at least decent vs. tron, since it's not uncommon for them to only have 1 white/blue land out, and if you can delay them for a long enough time, he'll armageddon your opponent.
I'm surprised you're getting crushed by Jund. I would heavily advocate Faerie Conclave in here, as most of the time it's better than Colonnade. While I haven't played this deck in a while I wouldn't mind revisiting it and re-tuning it. I still feel like Sword of Feast and Famine is good in here, since the deck was originally designed to have all your creatures give a ton of enter the battlefield value, then use the sword for offense (even if it's a bit mana intensive).
Thanks for the advice. I'll definitely try the Conclaves over the Colonnades. Regarding Jund, I typically manage to keep the board clean and deal with Liliana and their threats. Then they drop a manland which I can't answer and it's over. The only games I won were when I was forced to let Bob stick for them just so I could try and race.
As for the Swords, I haven't tried them yet. I'm hesitant to run them with so few creatures. Maybe it's because I'm spoiled by SFM in Legacy :tongue:.
Thanks for the advice. I'll definitely try the Conclaves over the Colonnades. Regarding Jund, I typically manage to keep the board clean and deal with Liliana and their threats. Then they drop a manland which I can't answer and it's over. The only games I won were when I was forced to let Bob stick for them just so I could try and race.
As for the Swords, I haven't tried them yet. I'm hesitant to run them with so few creatures. Maybe it's because I'm spoiled by SFM in Legacy :tongue:.
I would give strong consideration to trinket mage either maindeck or at least in the sideboard. Pithing needle is a really nice card to have with the mage, since it shuts down liliana, birthing pod, manlands, grim lavamancer, viscera seer, elspeth, ravager, cranial plating, vedalken shackles, eye of ugin, etc. Trinket mage is criminally underplayed in modern control decks.. it grabs answers, chump blocks, swings into lilianas.. basically does everything you would normally want to do to answer the best decks in the format.
On top of needle, it'll also grab you grave hate, engineered explosives, and any other card that could help you out. I've even seen brittle effigy to deal with Emrakul, even if it's not a particularly efficient answer, it gives you hope if the game gets to that point.
spell snares are good against goyf ect but the field of jund and tron really this is a wiff... i prefer remand and associated "hard counters" that are open to more. and spell pierce is great early tempo type game but this deck is built to go long in my experience..
how have the cryptic commands been working for you MD? i run 3x slagstorms in their place.. and have now 2x CC in the SB
'
also i would definitely find room for a 4th PTE
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PARAMEDIC/FIREFIGHTER
YUMA, AZ
I started in SAGA and quit at kamigawa... just came back in nov,2010
Yes, Snare and Pierce take turns between being awesome and sucking depending on what you're playing. The problem is that there are no cheap hard counters - deprive and familiar's ruse hurt you too much. Leak and Snag are pretty underwhelming and cost 2. Remand isn't too great here since they'll just replay it next turn. We don't run Delvers, so we can't capitalize on the extra turn.
Cryptics have been great. They're one of the only ways you can gain CA as well as actually hard countering things. Slagstorms won't really add much - 4 bolts and 4 helix with 3 path is already a ton of removal. The 4th PtE might be okay depending on how much Tron or Kotrs you're seeing.
Spell snare's aren't always nuts, but they're generally pretty good. Even against tron, they'll still counter signets and remands, which you can count on seeing at least 1 of those per game vs. tron.
Another thing to keep in mind, is blood moon is perfectly reasonable in the sideboard if you're playing a high enough basic land count.
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Good news is I've tested a lot against Storm and it's a very good matchup, especially post-sideboard. Tron seems a little iffy still, and I probably need to test against it and Jund a little more.
The main changes I have are dropping Swords for Lavamancers, since the lavamancers are really good right now in Modern. I'm also playing with considerably more burn than previously, I've cut path down to 3 (with an extra in the board) and have a lot of singletons in the board (mostly just supplemental to the main-deck, or part of a trinket mage package to help various matches). I still wouldn't cut Ajani. Ajani may seem like a 4 mana helix to some, and while sometimes he is just that, if you keep the board clear before you resolve him, he'll typically throw off an opponent's game plan and at the bare minimum be a 2 for 1, or a 6 point life swing.
This deck shouldn't have a tough time keeping the board clear for obvious reasons, so 9x out of 10, you drop your planeswalkers for the purpose of closing out a game.
One thing I've added with the lavamancers is a singleton basilisk collar in the sideboard to grab off trinket mage. It's good vs. aggro, stalemates creature-based decks, and can shoot down anything on the board when equipped to lavamancer.
How have the Lavamancers been for you? I'm also trying them now, and I seem to have trouble keeping my graveyard stocked. I think they fit decks that run cantrips better.
Also, have the 5 manlands coming into play tapped been an issue?
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Thanks to Gabgabdevo for the awesome sig image!
I'm always looking for foil Madcap Skills and Ghitu Fire-Eater, [trade thread link forthcoming]
2 Lightning Angel
4 Snapcaster Mage
2 Spellskite
Planeswalkers: [3]
2 Elspeth, Knight-Errant
1 Gideon Jura
Instants: [21]
1 Cryptic Command
4 Lightning Bolt
4 Lightning Helix
4 Path to Exile
1 Pongify
4 Remand
1 Deprive
2 Familiar's Ruse
3 Slagstorm
Lands: [25]
1 Mountain
1 Plains
2 Hallowed Fountain
2 Steam Vents
4 Arid Mesa
3 Glacial Fortress
2 Celestial Colonnade
4 Scalding Tarn
4 Sulfur Falls
2 Island
1 Ajani Vengeant
3 Wrath of God
2 Dispel
2 Shattering Spree
2 Batterskull
1 Gideon Jura
3 Celestial Purge
1 Cryptic Command
it has been extremely powerful and keeping up with any deck i put it against. ive though about trading the 2x angels for Cliques but the haste and blocking is much to strong. and i rarely run out of a hand. but i will be testing it soon.
YUMA, AZ
ya bro the pongify was a 4x but then got removed but i really want 2x in the deck... nobody expects it... and it makes goyf/knight/melira cry with a single U INSTANT. and with the slagstorm/bolt/helix i can burn it out if absolutely necessary but with LA and spellskite they block and 3/3 like a champ. never been a problom and also works on my own critters like when i get attacked i can pongify my elspeth token into a formidable blocker and still gain CA on a winning block...
the slagstorm 3x in the MD have been an allstar. and i even leave them in most control MU for the late game reach as just extra burn spells. and all the untargetable's in the meta with st. traft ect
yes the Familiar's Ruse has 1-2 times been in hand with nothing to bring back which is bad but the tempo from all the mid range decks is UNPARALLELED with an active snapcaster... then with 13x target removal, 3x board wipers and 2x spellskrite i can fairly easily keep the swarm off for the first several turns.
although that is 1 reason i wanted to drop LA for Clique. its 1 mana cheaper and i can use it repeatedly with ruse where the angel isnt as tricky with it.
ive tried to keep to the theme of tempo the only cards i really fear dont come down until later in the game anyway. and all the quick combos are critter based and with all the removal its nearly a non issue.
EDIT::: i was just thinking about Nivix, Aerie of the Firemind as a singleton since like all but 11 of the cards in my deck are spells because when im able to hit this at opposing end step im probably not needing lands at that point
YUMA, AZ
Is this an accurate assessment or where does this deck struggle most?
Modern:
UWThe End ForetoldUW
well actually every combo in the format revolves around a creature as a required piece... and with nearly 12x 1CC removal spells all instant speed you can knock out almost any combo in the format... i really like having MU against combos... they are easy to spot and have 1/2 deck land 1/4 filler 1/4 combo... easy peezy
YUMA, AZ
...Except for UR Storm, which so famously runs 0 creatures (well, creature cards) that people run Telemin Performance in the sideboard as an OTK against that deck.
Arguably, that deck is 1/4 filler, but the filler often gets cast mid-combo, too, to find the remaining combo pieces.
Empty the Warrens usually produces too many creatures to profitably spot remove. You need to outrace it, use sweepers, or counter the initial attempts to Storm off.
Then as previously mentioned, most combos in the format ARE creature based, where Path is a homerun, and bolt and helix can be strong in as well.
So I'm not really sure where you see this as being weak against combo decks. More than just that, most of the deck is very tunable. You essentially want to run 3x clique, 4x snapcaster, xAjani Vengeant, xElspeth 1.0, xSwords then some combination of burn and permission. I've played tons of versions of this deck, including versions with Spellstutter sprites + Mutavault, blue-heavy versions with vedalken shackles, and burn heavier versions (better for aggro meta).
Once you understand the concept of the deck and the shell, it's pretty easy to tune to just about any meta. Basically just control the early game with efficient removal + permission, resolve 1-2 cards during the mid-game, then ride that mid-game board presence to victory.
I've yet to find a matchup with this deck that I just feel like I can't win. The toughest matchup is probably a tron deck that gets off to a fast start, but they're still very beatable and disruptable, and that's only assuming they get a nut draw.
1 Eiganjo castle
2 glacial fortress
2 moorland haunt
3 hallowed fountain
4 island
4 scalding tarn
4 seachrome coast
Creatures 22
4 Delver of Secrets
3 Snapcaster Mage
2 Spellskite
3 Court Hussar
2 Geist of Saint Traft
2 Vendilion Clique
2 venser, shaper savant
4 Ninja of the Deep Hours
2 cryptic command
4 path to exile
3 vapor snag
2 Familiar's Ruse
4 mana leak
3 remand
3 Meddling Mage
3 Threads of Disloyalty
3 Disenchant
2 Mindbreak Trap
2 Sword of Fire and Ice
2 Relic of Progenitus
4x Snapcaster Mage
3x Vendilion Clique
3x Geist of Saint Traft
Instants
4x Remand
3x Cryptic Command
3x Spell Snare
4x Lightning Bolt
4x Lightning Helix
3x Path To Exile
2x Spell Pierce
3x Elspeth, Knight Errant
Lands
3x Celestial Colonnade
4x Glacial Fortress
2x Hallowed Fountain
2x Island
4x Misty Rainforest
4x Scalding Tarn
2x Plains
1x Mountain
3x Steam Vents
1x Spell Snare
2x Spell Pierce
2x Wrath of God
4x Kitchen Finks
3x Meddling Mage
I've tried Ajani and found it to be Helix and Fog. Whether that's good is debatable, and I'm not sure whether 2 of them belong or if 3 Elspeth is enough.
The counters maindeck are something I could use help with too, since I'm not sure about it. Ditto with the sideboard, which is a mess.
So far in testing, I seem to struggle against Jund, and get crushed by any form of Tron. I think I'm fine against the Delver tempo builds running around though.
Any advice would be appreciated.
Tron is probably rough on this deck. To be fair, this was built prior to Tron being even remotely popular. I agree Ajani should probably not be a 3-of right now, but I still have liked playing him as a singleton.
Against tron, I think your best answer would be sideboard Telemin Performance, or Bribery. Performance can be nice since it typically wins on the spot against storm.
Outside that, Molten rain is a strong card if your manabase can support it, and Ajani is actually at least decent vs. tron, since it's not uncommon for them to only have 1 white/blue land out, and if you can delay them for a long enough time, he'll armageddon your opponent.
I'm surprised you're getting crushed by Jund. I would heavily advocate Faerie Conclave in here, as most of the time it's better than Colonnade. While I haven't played this deck in a while I wouldn't mind revisiting it and re-tuning it. I still feel like Sword of Feast and Famine is good in here, since the deck was originally designed to have all your creatures give a ton of enter the battlefield value, then use the sword for offense (even if it's a bit mana intensive).
Thanks for the advice. I'll definitely try the Conclaves over the Colonnades. Regarding Jund, I typically manage to keep the board clean and deal with Liliana and their threats. Then they drop a manland which I can't answer and it's over. The only games I won were when I was forced to let Bob stick for them just so I could try and race.
As for the Swords, I haven't tried them yet. I'm hesitant to run them with so few creatures. Maybe it's because I'm spoiled by SFM in Legacy :tongue:.
I would give strong consideration to trinket mage either maindeck or at least in the sideboard. Pithing needle is a really nice card to have with the mage, since it shuts down liliana, birthing pod, manlands, grim lavamancer, viscera seer, elspeth, ravager, cranial plating, vedalken shackles, eye of ugin, etc. Trinket mage is criminally underplayed in modern control decks.. it grabs answers, chump blocks, swings into lilianas.. basically does everything you would normally want to do to answer the best decks in the format.
On top of needle, it'll also grab you grave hate, engineered explosives, and any other card that could help you out. I've even seen brittle effigy to deal with Emrakul, even if it's not a particularly efficient answer, it gives you hope if the game gets to that point.
4x Snapcaster Mage
3x Vendilion Clique
3x Geist of Saint Traft
3x Trinket Mage
Instants
3x Cryptic Command
3x Spell Snare
4x Lightning Bolt
4x Lightning Helix
3x Path To Exile
2x Spell Pierce
Planeswalkers
3x Elspeth, Knight Errant
1x Basilisk Collar
Lands
3x Faerie Conclave
4x Glacial Fortress
2x Hallowed Fountain
2x Island
4x Misty Rainforest
4x Scalding Tarn
2x Plains
1x Mountain
2x Steam Vents
1x Sacred Foundry
2x Spell Pierce
2x Wrath of God
3x Kitchen Finks
1x Grafdigger's Cage
2x Pithing Needle
1x Engineered Explosives
1x Tormod's Crypt
1x Nihil Spellbomb
2x Telemin Performance
Something like this?
4x Snapcaster Mage
3x Vendilion Clique
3x Geist of Saint Traft
Instants
3x Cryptic Command
3x Spell Snare
4x Lightning Bolt
4x Lightning Helix
3x Path To Exile
2x Spell Pierce
Planeswalkers
3x Elspeth, Knight Errant
1x Basilisk Collar
Lands
3x Faerie Conclave
4x Glacial Fortress
2x Hallowed Fountain
2x Island
4x Misty Rainforest
4x Scalding Tarn
2x Plains
1x Mountain
2x Steam Vents
1x Sacred Foundry
2x Spell Pierce
2x Wrath of God
3x Kitchen Finks
1x Grafdigger's Cage
2x Pithing Needle
1x Engineered Explosives
1x Tormod's Crypt
1x Nihil Spellbomb
2x Telemin Performance
spell snares are good against goyf ect but the field of jund and tron really this is a wiff... i prefer remand and associated "hard counters" that are open to more. and spell pierce is great early tempo type game but this deck is built to go long in my experience..
how have the cryptic commands been working for you MD? i run 3x slagstorms in their place.. and have now 2x CC in the SB
'
also i would definitely find room for a 4th PTE
YUMA, AZ
Cryptics have been great. They're one of the only ways you can gain CA as well as actually hard countering things. Slagstorms won't really add much - 4 bolts and 4 helix with 3 path is already a ton of removal. The 4th PtE might be okay depending on how much Tron or Kotrs you're seeing.
Another thing to keep in mind, is blood moon is perfectly reasonable in the sideboard if you're playing a high enough basic land count.
This is my current list.
4x Snapcaster Mage
3x Vendilion Clique
4x Geist of Saint Traft
Instants
3x Cryptic Command
3x Spell Snare
4x Lightning Bolt
4x Lightning Helix
4x Path To Exile
4x Remand
Planeswalkers
2x Elspeth, Knight Errant
3x Faerie Conclave
4x Glacial Fortress
2x Hallowed Fountain
2x Island
4x Misty Rainforest
4x Scalding Tarn
2x Plains
1x Mountain
2x Steam Vents
1x Sacred Foundry
3x Spell Pierce
2x Wrath of God
4x Kitchen Finks
3x Surgical Extraction
3x Telemin Performance
Good news is I've tested a lot against Storm and it's a very good matchup, especially post-sideboard. Tron seems a little iffy still, and I probably need to test against it and Jund a little more.
4x Snapcaster Mage
2x Grim Lavamancer
3x Vendilion Clique
1x Geist of Saint Traft
Instants
Counters
3x Spell Snare
4x Mana Leak
2x Cryptic Command
1x Spell Pierce
Burn/Removal
4x Lightning Bolt
2x Lightning Helix
3x Path to Exile
1x Repeal
1x Electrolyze
1x Brimstone Volley
2x Elspeth, Knight Errant
2x Ajani Vengeant
Land
3x Celestial Colonnade
2x Faerie Conclave
3x Arid Mesa
4x Steam Vents
2x Hallowed Fountain
3x Island
1x Plains
1x Mountain
1x Sacred Foundry
1x Glacial Fortress
1x Sulfur Falls
1x Geist of Saint Traft
1x Basilisk Collar
1x Engineered Explosives
1x Relic of Progenitus
1x Pithing Needle
2x Trinket Mage
1x Lightning Helix
2x Blood Moon
2x Wrath of God
1x Elspeth, Knight Errant
1x Path to Exile
1x Spell Pierce
The main changes I have are dropping Swords for Lavamancers, since the lavamancers are really good right now in Modern. I'm also playing with considerably more burn than previously, I've cut path down to 3 (with an extra in the board) and have a lot of singletons in the board (mostly just supplemental to the main-deck, or part of a trinket mage package to help various matches). I still wouldn't cut Ajani. Ajani may seem like a 4 mana helix to some, and while sometimes he is just that, if you keep the board clear before you resolve him, he'll typically throw off an opponent's game plan and at the bare minimum be a 2 for 1, or a 6 point life swing.
This deck shouldn't have a tough time keeping the board clear for obvious reasons, so 9x out of 10, you drop your planeswalkers for the purpose of closing out a game.
One thing I've added with the lavamancers is a singleton basilisk collar in the sideboard to grab off trinket mage. It's good vs. aggro, stalemates creature-based decks, and can shoot down anything on the board when equipped to lavamancer.
Also, have the 5 manlands coming into play tapped been an issue?