Couple of questions: why so many basics? Why only two snapcaster? Why three path? This deck suffers from lack of removal. What's with condescend and spell pierce. I would start there. The problem with this deck is you gain nothing and lose a lot by not adding red. Uwr flash is just a better deck
@valanarch. Just trying to find a natural progression for the deck but thank you I know the difference
I know that you know, it is just that I like the UW Control thread and am annoyed when decks that could be promoting good discussion there are posted here instead.
Couple of questions: why so many basics? Why only two snapcaster? Why three path? This deck suffers from lack of removal. What's with condescend and spell pierce. I would start there. The problem with this deck is you gain nothing and lose a lot by not adding red. Uwr flash is just a better deck
Basic because I have to deal with a lot of Blood Moons. This is a midrange deck, Snapcaster is nice, but is not a 4 of required. Three Paths should probably be 4. I do not want to play UWR, I want to play UW Midrange, hence why I am posting in a thread specifically for that deck.
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“Your body is not a temple, it's an amusement park. Enjoy the ride.”
― Anthony Bourdain, Kitchen Confidential
I will always firmly stand by the belief that Magic is a game first and a collectable second.
Couple of questions: why so many basics? Why only two snapcaster? Why three path? This deck suffers from lack of removal. What's with condescend and spell pierce. I would start there. The problem with this deck is you gain nothing and lose a lot by not adding red. Uwr flash is just a better deck
Basic because I have to deal with a lot of Blood Moons. This is a midrange deck, Snapcaster is nice, but is not a 4 of required. Three Paths should probably be 4. I do not want to play UWR, I want to play UW Midrange, hence why I am posting in a thread specifically for that deck.
If you have 4 Snapcasters, I'd play all 4 in here.
Lack of removal is absolutely a problem. In UWR you have Bolt, Helix and Electrolyze in addition to Path. In UW there aren't enough reasonable alternatives. Dismember should be option #2 after Path, ahead of Sunlance, Oust, Condemn and Azorius Charm.
Why Dismember instead of the on-color options, you might ask? Because Dismember is the only thing that can save you from Twin.
Lack of removal is absolutely a problem. In UWR you have Bolt, Helix and Electrolyze in addition to Path. In UW there aren't enough reasonable alternatives. Dismember should be option #2 after Path, ahead of Sunlance, Oust, Condemn and Azorius Charm.
Why Dismember instead of the on-color options, you might ask? Because Dismember is the only thing that can save you from Twin.
In my testing I just ran extra counterspells instead of Dismember.
Wow, this poor thread died. I have been trying to resurrect this deck awhile now. I've been doing well at modern fnm's, but I had made it more tempo'ish with vapor snag as a supplemental element. I still think the best interaction is restoration angel with blade splicer and wall of omens. I dont like wall alot but it provides early defense and card draw and blink triggers via resto angel. Restoration angel/Elspeth/Batterskull have been allstars as has snapcaster (no surprise there). I like a couple azorius charms too, sometimes using lifelink mode or the put on top of library can really be effective. I have tried sword configurations but realize they arent good sadly. I do like moorland haunt though.
Wow, this poor thread died. I have been trying to resurrect this deck awhile now. I've been doing well at modern fnm's, but I had made it more tempo'ish with vapor snag as a supplemental element. I still think the best interaction is restoration angel with blade splicer and wall of omens. I dont like wall alot but it provides early defense and card draw and blink triggers via resto angel. Restoration angel/Elspeth/Batterskull have been allstars as has snapcaster (no surprise there). I like a couple azorius charms too, sometimes using lifelink mode or the put on top of library can really be effective. I have tried sword configurations but realize they arent good sadly. I do like moorland haunt though.
I've been playing UW control in more competitive events, but now that it's modern season and summer I'm far more free to test with midrange lark. Really excited.
I'll probably playing in a ptq on saturday so we'll see what happens. I have to get used to playing modern again, it's been a long damn time since I've rocked competitive modern, been busy top 8ing vintage events.
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Currently Playing:
Modern: UWUW TronUW
Legacy: WDeath N TaxesW CEldrazi C
If you couldn't tell I hate greedy blue decks.
Is this deck still competitive? I know most folks have transitioned to the WUR variant, but I'm just not that fond of tr-color decks and would prefer to stick with Azorius. I've added some Theros block cards to substitute for the traditional Geist and Splicer. Thoughts? Below is my decklist.
Eh, I think this deck is OK in the current format. The main weakness is a lack of good removal at 1CC after Path (in UW you have Dismember while UWR has Bolt). This deck also gets hit by Torpor Orb, which people will play because of Twin. You'll need Disenchant in your SB because of this.
Eh, I think this deck is OK in the current format. The main weakness is a lack of good removal at 1CC after Path (in UW you have Dismember while UWR has Bolt). This deck also gets hit by Torpor Orb, which people will play because of Twin. You'll need Disenchant in your SB because of this.
Yea, that's always been a concern for me too.
What do you think of Reprisal? Now that it's Modern-legal I don't know if I should mainboard it. Most threats will be at least 4 power or more. Keep going back and forth on it. That would bring removal to ten different cards, even if two of those ten are conditional removals.
Is there a reason why folks don't run Vapor Snag? I know it's not removal, but could it help with the deck's tempo?
Eh, I think this deck is OK in the current format. The main weakness is a lack of good removal at 1CC after Path (in UW you have Dismember while UWR has Bolt). This deck also gets hit by Torpor Orb, which people will play because of Twin. You'll need Disenchant in your SB because of this.
Yea, that's always been a concern for me too.
What do you think of Reprisal? Now that it's Modern-legal I don't know if I should mainboard it. Most threats will be at least 4 power or more. Keep going back and forth on it. That would bring removal to ten different cards, even if two of those ten are conditional removals.
Is there a reason why folks don't run Vapor Snag? I know it's not removal, but could it help with the deck's tempo?
Most opposing threats are actually under 4 power. Restoration Angel, 3/4 Goyfs, Bob, Delver, Finks, Brimaz, Geist of Saint Traft, Etched Champion, Wild Nacatl, Treetop Village, Kird Ape, Deceiver Exarch, Pestermite, Zealous Conscripts, Kiki-Jiki, Experiment One, Burning-Tree Emissary, Young Pyromancer, Master of Waves, Lord of Atlantis, Merrow Reejery, Blade Splicer, Vendilion Clique, Archangel of Thune, Aven Mindcensor, Leonin Arbiter, Goblin Guide, Eidolon of the Great Revel, Master of the Pearl Trident, Thalia, Mutavault, Creeping Tar Pit, Wurmcoil Engine, Qasali Pridemage, Scavenging Ooze, Emrakul, Voice of Resurgence, Mirran Cursader, Thrun, Fickerwisp, and Courser of Kruphix are all immune or resistant to it, which makes it useless against the majority of creatures played in Tier 1-2 decks.
Anyone see nick spagnolo's article about UW on tcg player? I like his first list and it just so happens to be close to the list I'm running now. He also tries to get some use out of sun Titan in the second half of the article. Interesting stuff, I suggest checking it out.
I'm not keen on Sun Titan really. I know it has awesome potential but path is a thing and so is scm+path. If you want a high end finisher aside from colonnades, batterskull is much better. And spagnolo has this weird obsession with 1 of's, which I don't like, more so in Modern where cantrips are terrible. I know they're a lot of 3 drop options in this deck but Gost is not so hot. He is easily chumped, he only beats and is lame on defense. Blade Splicer creates another 3/3 first strike body and has synergy with Restoration Angel flickers. If your going to play Gost, I say play Elspeth as well, at least she gives him evasion.
if your casting titan you need it to get the final card to make sure you can keep them down.
Its more win I guess seeing as with other uw control/midrange/tempo decks they still use creatures to finish, (notice I make no mention of uwr). this seems to be what I am noticing. 5cmc is huge for this deck, hell I would rather just use a sword on some angel or a scm that didn't get chumped to finish. 5 to turn a land into a creature is a lot when you need 7 mana to be able to keep mana open for next turn defence.
My creature package consists of Restoration Angel/VClique/SCMages, all having flash and all having etb value. Sometimes I run blade splicers, depending on the given week. Mostly I want flash guys because they synergize with instant speed playstyle. I have some sorcery speed things like Gideon/SVerdict and sideboard Batterskull, but I try to keep sorcery speed casting low (so it must have high impact). I typically dont want cards that only beat, like Geist as an example, I need my spells to do things that deal with the stack or board state. High casting cost cards are dangerous, but I make a concession to Gideon and Supreme Verdict as Gideon can deal with board state and act as a win condition and SVerdict wipes the board (which yes is still relevant in Modern). I used to mainboard the batterskull but it is only good in a few matches so I keep it in the sideboard for grindy matches.
Has anyone had success with Rapid Hybridization for a bit of extra removal? I'm thinking of dropping two into my build to bring the total number of creature removal cards to eight. Figure a 3/3 isn't that tough to deal with in a deck with Brimaz, King of Oreskos and Restoration Angel.
Has anyone had success with Rapid Hybridization for a bit of extra removal? I'm thinking of dropping two into my build to bring the total number of creature removal cards to eight. Figure a 3/3 isn't that tough to deal with in a deck with Brimaz, King of Oreskos and Restoration Angel.
A 3/3 isn't that hard to deal with. However, you don't want your opponent to Bolt/Electrolyze your creature when you block.
I know that you know, it is just that I like the UW Control thread and am annoyed when decks that could be promoting good discussion there are posted here instead.
Storm Crow is strictly worse than Seacoast Drake.
Basic because I have to deal with a lot of Blood Moons. This is a midrange deck, Snapcaster is nice, but is not a 4 of required. Three Paths should probably be 4. I do not want to play UWR, I want to play UW Midrange, hence why I am posting in a thread specifically for that deck.
― Anthony Bourdain, Kitchen Confidential
I will always firmly stand by the belief that Magic is a game first and a collectable second.
If you have 4 Snapcasters, I'd play all 4 in here.
Storm Crow is strictly worse than Seacoast Drake.
Why Dismember instead of the on-color options, you might ask? Because Dismember is the only thing that can save you from Twin.
| Ad Nauseam
| Infect
Big Johnny.
In my testing I just ran extra counterspells instead of Dismember.
Storm Crow is strictly worse than Seacoast Drake.
I've been playing UW control in more competitive events, but now that it's modern season and summer I'm far more free to test with midrange lark. Really excited.
I'll probably playing in a ptq on saturday so we'll see what happens. I have to get used to playing modern again, it's been a long damn time since I've rocked competitive modern, been busy top 8ing vintage events.
Modern:
UWUW TronUW
Legacy:
WDeath N TaxesW
CEldrazi C
If you couldn't tell I hate greedy blue decks.
Vintage
WWhite Trash
4 Seachrome Coast
4 Hallowed Fountain
3 Ghost Quarter
2 Glacial Fortress
2 Plains
2 Island
1 Eiganjo Castle
1 Moorland Haunt
1 CMC (8)
4 Path to Exile
4 Spell Snare
2 CMC (10)
4 Mana Leak
3 Wall of Omens
3 Snapcaster Mage
3 CMC (10)
3 Vendilion Clique
2 Detention Sphere
2 Dismember
4 CMC (8)
4 Restoration Angel
2 Elspeth, Knight-Errant
2 Cryptic Command
5 CMC (1)
1 Baneslayer Angel
2 Rest in Peace (VS Reanimator/Tarmogoyf)
2 Spellskite (VS Burn/Removal)
2 Pithing Needle (VS Control and Affinity)
2 Supreme Verdict (VS Aggro)
2 Swan Song (VS Control / Combo)
2 Reprisal (Additional Removal)
| Ad Nauseam
| Infect
Big Johnny.
Yea, that's always been a concern for me too.
What do you think of Reprisal? Now that it's Modern-legal I don't know if I should mainboard it. Most threats will be at least 4 power or more. Keep going back and forth on it. That would bring removal to ten different cards, even if two of those ten are conditional removals.
Is there a reason why folks don't run Vapor Snag? I know it's not removal, but could it help with the deck's tempo?
Most opposing threats are actually under 4 power. Restoration Angel, 3/4 Goyfs, Bob, Delver, Finks, Brimaz, Geist of Saint Traft, Etched Champion, Wild Nacatl, Treetop Village, Kird Ape, Deceiver Exarch, Pestermite, Zealous Conscripts, Kiki-Jiki, Experiment One, Burning-Tree Emissary, Young Pyromancer, Master of Waves, Lord of Atlantis, Merrow Reejery, Blade Splicer, Vendilion Clique, Archangel of Thune, Aven Mindcensor, Leonin Arbiter, Goblin Guide, Eidolon of the Great Revel, Master of the Pearl Trident, Thalia, Mutavault, Creeping Tar Pit, Wurmcoil Engine, Qasali Pridemage, Scavenging Ooze, Emrakul, Voice of Resurgence, Mirran Cursader, Thrun, Fickerwisp, and Courser of Kruphix are all immune or resistant to it, which makes it useless against the majority of creatures played in Tier 1-2 decks.
Storm Crow is strictly worse than Seacoast Drake.
Its more win I guess seeing as with other uw control/midrange/tempo decks they still use creatures to finish, (notice I make no mention of uwr). this seems to be what I am noticing. 5cmc is huge for this deck, hell I would rather just use a sword on some angel or a scm that didn't get chumped to finish. 5 to turn a land into a creature is a lot when you need 7 mana to be able to keep mana open for next turn defence.
A 3/3 isn't that hard to deal with. However, you don't want your opponent to Bolt/Electrolyze your creature when you block.
Storm Crow is strictly worse than Seacoast Drake.