UWR Twin is, in my opinion, the most fun version of the splinter twin deck. It is the only deck in modern that can truly assume the aggro, control, or combo role fully without being compromised much. Sure, you can play Tron like an aggro deck or affinity like a control deck, but you know how that usually ends up. UWR Twin has the tools to control an aggro opponent with its wide plethora of burn spells and blockers, combo off against an unsuspecting opponent, or just beat the guy to death if he holds mana up to remove your combo pieces.
UWR Twin is superior to its UR and RUG cousins because of the white splash. It opens up Path to Exile for use, which is one of the most important cards to have in any modern deck. It also gives you access to a really strong sideboard suite which no other color can afford. It gives you a creature-based cantrip in the form of Wall of Omens where your UR and RUG friends have to make do with Serum Visions. Finally, while Tarmo-Twin has Tarmogoyfs as their aggro plan, you have the evasive Restoration Angel, which is not only a more effective beater than a Perstermite but is able to reset your ETB triggers or act as a combo piece by itself.
Spellskite: Some people just like to play it safe.
Pestermite: Extra combo pieces. Pestermite makes for a more effective beatdown creature than Exarch, but dies more easily.
Cryptic Command: A very powerful spell. For players who like to play the control role more often than not.
Anger of the Gods: Play maindeck copies of this in an aggro/pod meta.
Electrolyze: A very good card, but so many choices so little slots...
Serum Visions: For people who like even more consistency.
Sideboard Choices
Wear // Tear: One of the most important sideboard cards. I tend to sideboard one of this every game against any red-based deck in anticipation of blood moon. Otherwise pretty obvious board-in against affinity, boggles, storm, 8rack, Twin, and tron. I would recommend bringing in against any deck that could possibly run torpor orb. Such decks include: Jund, Tron, Zoo, Control decks, and Merfolk. In other words, always bring in at least one copy to save your butt.
Engineered Explosives: A good card for three-color control decks to run, as it blows up many stuff. Good against all sorts of aggro decks like affinity, zoo, merfolk, and hatebears.
Dispel: Board in against Blue-based control and combo decks like the mirror, storm, burn, and scapeshift. I wouldn't really board this in against Jund, as it doesn't stop Abrupt Decay and Bolt doesn't really hurt us.
Combust: Aside from the obvious application against Twin and Colonnades, it's a great card against merfolk, pod, and hatebears.
Negate: Our catchall against engine-combo decks and other non-creature decks.
Rest in Peace: Obviously good against graveyard-based decks. Board in against storm, pod, jund as well. Would board out the two snapcasters if you board them in.
Anger of the Gods: Bring this in against pod, zoo, merfolk, and affinity. And any other aggro deck you may see. I don't recommend bringing this in against the hatebear decks as they tend to run many 4-toughness creatures.
Ajani Vengeant: Great against any deck that doesn't kill you in 4 turns.
Spellskite: It's less to protect your stuff against removal and more to disrupt stuff like bogles and infect, as our creatures are quite resilient. Still, you can bring him in to combat Abrupt Decays and Paths.
Celestial Purge: Gets rid of Lilianas, Blood Moons, Domri Rades, Dragons etc.
Threads of Disloyalty: Why Path a Goyf when you can steal it? Also good against the mirror, where you can steal an opponent's wall enchanted with splinter twin.
Vendilion Clique: Good against piece-based combo opponents, like Ad Nauseum and Scapeshift. The body is not that relevant as we have 3/4 flyers already.
Playing the Deck
This segment is a collection of tips and tricks on playing this deck.
- Patience is key. This deck rewards patience. Don't combo off in the face of open mana or the possibility of getting Slaughter Pact'd. You don't really want to get 2-for-1'd against any deck. Most of the time, just sitting around and attacking with your angels will net you victory.
- I'm sure many of you already know this, but don't be afraid to use extra copies of Splinter Twin on Snapcaster Mage if you are ahead or Wall of Omens if you are behind. Recasting your burn spells over and over again is a recipe for victory, and so is drawing many, many cards. Same applies for slammming Kiki-Jiki.
- Snapcaster + Burn is an extremely viable route to victory, as many players will just ignore the 2/1 attacking them.
- Don't forget to attack with your colonnades!
- Remand is a very useful tool for countering your own spells. Let's say your opponent mana leaks your angel. Just remand it back to hand, draw a card, and keep your angel.
- In times of desperation, remanding your own bolt/path is a viable strategy to draw into something.
- If you suspect removal and you have a Kiki-Jiki and Angel on board, then wait until your opponent attempts to remove your Kiki-Jiki. In response to his removal, make a copy of the angel and blink Kiki-Jiki to save him, then combo off. If your opponent goes for your angel... Just combo off, and laugh.
- If you have 7 mana, a restoration angel on board, and a deceiver exarch and splinter twin in hand (this comes up more often than you think), don't despair at the exarch's lack of haste. Calmly cast twin on the angel, cast the exarch, and combo off. It works by blinking the exarch repeatedly with angel tokens and untapping the original angel.
-Always, always play around Blood Moon. Losing to that card sucks.
Sample Decklists
My deck, updated 2/2/15
I went for a clean, no-nonsense decklist that gets the job done. I would strongly recommend playing this list, as it is the most straightforward version that has game against any deck with minimal dead cards.
Tim Rivera - Pro Tour Born of the Gods, Top 8, 23/2/14
This is a very good list, and anyone looking to netdeck from a pro instead of some user on MTGS should follow his list.
Casey Swanson - GP Kansas City, Top 8, 8/7/13
Yeah, this deck is kinda old. I would recommend upgrading it, at least by replacing pyroclasm with anger of the gods.
If we are going to get a WUR Twin thread, can the title of the Splinter Twin thread please be changed from Splinter Twin? It just seems odd if it is only going to be used for some versions of it.
As you can see from the first post, right now there are 4 possible combinations to combo off. For a combo deck, redundancy is important. It's statistically much more likely that you will draw the combo with this amount of redundancy, to the point where you have VERY strong odds that by turn 4 can go off and if you don't, it's practically guaranteed you'll go off turn 5. Compare this to the UR version and I think it's clearly superior. I don't have enough information on the RUG version to make a strong judgement there, but it would seem similar. As I see it, RUG trades the extra combo power and strong removal of UWR for an alternative win-con, albeit one of the strongest in the format, making it hard for me to decide one way or the other.
If you remove the redundancy of the combo for other cards, you won't be a combo deck anymore, you'll be a control deck with a combo jammed in. At that point the combo won't do enough for you to make a difference so you're better off playing a pure control deck for more consistency.
To prove my point, some napkin math. Let's say you have one half of the combo in your opening hand, either Kiki-Jiki or Deceiver Exarch. There will be 53 cards left in your deck, 8 of which will allow you to go off. This gives your next draw a chance of 8/53, meaning 15%, to be what you need, and with every card you draw these odds increase again. If you only have Kiki-Jiki and Resto angel in deck, drawing one of them in your opener means chance of 4/53, meaning 7,5% on your next draw that you will have the other half of your combo.
I'm using grossly oversimplified math here, I believe the actual chances come out even higher, but I think the point is already clear. If you start looking at not having any combo pieces in your opener, the difference with only kiki and resto angel becomes even bigger.
As you can see from the first post, right now there are 4 possible combinations to combo off. For a combo deck, redundancy is important. It's statistically much more likely that you will draw the combo with this amount of redundancy, to the point where you have VERY strong odds that by turn 4 can go off and if you don't, it's practically guaranteed you'll go off turn 5. Compare this to the UR version and I think it's clearly superior. I don't have enough information on the RUG version to make a strong judgement there, but it would seem similar. As I see it, RUG trades the extra combo power and strong removal of UWR for an alternative win-con, albeit one of the strongest in the format, making it hard for me to decide one way or the other.
If you remove the redundancy of the combo for other cards, you won't be a combo deck anymore, you'll be a control deck with a combo jammed in. At that point the combo won't do enough for you to make a difference so you're better off playing a pure control deck for more consistency.
To prove my point, some napkin math. Let's say you have one half of the combo in your opening hand, either Kiki-Jiki or Deceiver Exarch. There will be 53 cards left in your deck, 8 of which will allow you to go off. This gives your next draw a chance of 8/53, meaning 15%, to be what you need, and with every card you draw these odds increase again. If you only have Kiki-Jiki and Resto angel in deck, drawing one of them in your opener means chance of 4/53, meaning 7,5% on your next draw that you will have the other half of your combo.
I'm using grossly oversimplified math here, I believe the actual chances come out even higher, but I think the point is already clear. If you start looking at not having any combo pieces in your opener, the difference with only kiki and resto angel becomes even bigger.
Hmm. Not sure if I am correct or not since and please correct if I am wrong as I'm trying to learn this deck as well. Anyway if you are only running Resto angel and Deceiver then the chances to combo off should be the same as UR Twin version as UR twin version generally run Deceiver and Pestermite ( 4 of each in general) and 1 to 2 Kiki as well. Which means they also have 4 possible combinations to go off which is Deceiever+ twin, Deceiver + kiki, Pestermite + twin and pestermite + Kiki which essentially means the chances to combo off is the same as well as your current UWR version? Of coz if you have pestermite as well then it is different.
By the way, nice job on the primer. I learnt something new today from your primer as well.. Look forward to see the rest of the matchup writeup and stuff so that I can learn more about the deck and see whether is UR Twin better or UWR twin is better as I recently change from UWR Twin to UR twin to try out further. No RUG twin coz no gofys to play with yet.. lol..
Hi guys, I just picked up a 3-0 win at a small event last night with my list.
I beat Jund, UWR control, and 8-rack.
I never won a single game off my combo. I won every single game with either angel/colonnade beatdown or burying my opponent in card advantage through Wall + Twin. I even won through a resolved revelation for 6, multiple goyf draws, and multiple rack draws.
This is probably an important thing to keep in mind - that this is not a pure combo deck. You can win in so many ways. Even slamming a Kiki and re-using snapcaster to bolt your opponent can win you the game.
Nice start, looking forward to see the match-up section. Saying it's superior to it's cousins seems like a bold statement though, seeing how it doesn't have much finishes online, and Patrick Dickmann hasn't played it by my knowledge. What makes you think this?
It also seems rather close to McLaren's list of UWR-control. Exarch and Splinter Twin seem like rather ineffective cards on there own, what is the argument for including them over Sphinx of Revelation and more counter magic and leaving Kiki-jiki and the Restoration Angel for the combo?
Haha I'm writing a primer. A bit of over-selling is necessary don't you think?
But in all seriousness, I meant 'superior' in reference to the white splash. I didn't mean it as a strictly superior sense, but that the white splash affords us some superior options which the UR and RUG versions are forced to do without.
You can't really compare this deck to McLaren's. This deck is more aggressive and has access to the Wall + Splinter Twin engine, which is huge. I won't say that it is strictly better, but it plays differently.
As you can see from the first post, right now there are 4 possible combinations to combo off. For a combo deck, redundancy is important. It's statistically much more likely that you will draw the combo with this amount of redundancy, to the point where you have VERY strong odds that by turn 4 can go off and if you don't, it's practically guaranteed you'll go off turn 5. Compare this to the UR version and I think it's clearly superior. I don't have enough information on the RUG version to make a strong judgement there, but it would seem similar. As I see it, RUG trades the extra combo power and strong removal of UWR for an alternative win-con, albeit one of the strongest in the format, making it hard for me to decide one way or the other.
If you remove the redundancy of the combo for other cards, you won't be a combo deck anymore, you'll be a control deck with a combo jammed in. At that point the combo won't do enough for you to make a difference so you're better off playing a pure control deck for more consistency.
To prove my point, some napkin math. Let's say you have one half of the combo in your opening hand, either Kiki-Jiki or Deceiver Exarch. There will be 53 cards left in your deck, 8 of which will allow you to go off. This gives your next draw a chance of 8/53, meaning 15%, to be what you need, and with every card you draw these odds increase again. If you only have Kiki-Jiki and Resto angel in deck, drawing one of them in your opener means chance of 4/53, meaning 7,5% on your next draw that you will have the other half of your combo.
I'm using grossly oversimplified math here, I believe the actual chances come out even higher, but I think the point is already clear. If you start looking at not having any combo pieces in your opener, the difference with only kiki and resto angel becomes even bigger.
Hmm. Not sure if I am correct or not since and please correct if I am wrong as I'm trying to learn this deck as well. Anyway if you are only running Resto angel and Deceiver then the chances to combo off should be the same as UR Twin version as UR twin version generally run Deceiver and Pestermite ( 4 of each in general) and 1 to 2 Kiki as well. Which means they also have 4 possible combinations to go off which is Deceiever+ twin, Deceiver + kiki, Pestermite + twin and pestermite + Kiki which essentially means the chances to combo off is the same as well as your current UWR version? Of coz if you have pestermite as well then it is different.
By the way, nice job on the primer. I learnt something new today from your primer as well.. Look forward to see the rest of the matchup writeup and stuff so that I can learn more about the deck and see whether is UR Twin better or UWR twin is better as I recently change from UWR Twin to UR twin to try out further. No RUG twin coz no gofys to play with yet.. lol..
Sorry Cronax, I got to agree with Deathscythx here. We don't really have more combo options than the UR version. In fact, they are more of a combo deck than us. The good news is, they suck at everything else but we don't.
As for UR or UWR, I honestly believe that UWR is the way to go if you are playing in big tournaments, despite what the numbers online say. UR is good to pick up free wins in smaller events, but UWR is much more consistent and stable. If you can afford the RUG version I would honestly say that it is an equally good option as UWR (if not more, depending on your playstyle).
Yeah, the superiority is debatable, I was mostly trying to make the point that taking out every combo part except for Kiki-Jiki and the Restoration Angel was not what you want to do with this deck.
Sorry Cronax, I got to agree with Deathscythx here. We don't really have more combo options than the UR version. In fact, they are more of a combo deck than us. The good news is, they suck at everything else but we don't.
As for UR or UWR, I honestly believe that UWR is the way to go if you are playing in big tournaments, despite what the numbers online say. UR is good to pick up free wins in smaller events, but UWR is much more consistent and stable. If you can afford the RUG version I would honestly say that it is an equally good option as UWR (if not more, depending on your playstyle).
Yup. All In U/R twin focused alot on comboing off on turn 4 or turn 5 with counterspells as protections and run alot of cantrips to ensure a more consistent combo plan. In fact, U/R Twin generally will not win if they fail to combo off due to the lack of versatility and alternate win cons. USA Twin generally have more options and thus is better equipped to handle various situations better and have alternate beatdown win con or burn as well. As the name implies, All In is either combo out and win or prepare to lose in general. I'm still trying to figure out what is better playstyle for me as well.. Thanks for writing the primer and I look forward to reading more on it and I am pretty much inclined to go back to USA flash as well as having a white splash and the various options that white can provide is pretty much enticing.. lol..
- Don't forget to attack with your colonnades. If you can get a Kiki to stick, using it to copy a colonnade and swinging for 8 while giving you open mana to remand an opponent's spell is disgusting.
I'm pretty sure the colonnade copy comes into play tapped, also I don't believe it comes into play as a creature either.
Sorry Cronax, I got to agree with Deathscythx here. We don't really have more combo options than the UR version. In fact, they are more of a combo deck than us. The good news is, they suck at everything else but we don't.
As for UR or UWR, I honestly believe that UWR is the way to go if you are playing in big tournaments, despite what the numbers online say. UR is good to pick up free wins in smaller events, but UWR is much more consistent and stable. If you can afford the RUG version I would honestly say that it is an equally good option as UWR (if not more, depending on your playstyle).
Yup. All In U/R twin focused alot on comboing off on turn 4 or turn 5 with counterspells as protections and run alot of cantrips to ensure a more consistent combo plan. In fact, U/R Twin generally will not win if they fail to combo off due to the lack of versatility and alternate win cons. USA Twin generally have more options and thus is better equipped to handle various situations better and have alternate beatdown win con or burn as well. As the name implies, All In is either combo out and win or prepare to lose in general. I'm still trying to figure out what is better playstyle for me as well.. Thanks for writing the primer and I look forward to reading more on it and I am pretty much inclined to go back to USA flash as well as having a white splash and the various options that white can provide is pretty much enticing.. lol..
I've been tinkering with this kind of build for a month or so and to me, the real reasons to play white are pretty simple.
To start with the deck is more resilient to the field. The Walls give you time against aggro and the Angels give you a better Plan B than Clique/Pestermite beatdown -- which folds to Electrolyze.
You also get access to some pretty sweet sideboard options that UR doesn't: Leyline, RiP totally hose several key strategies that we have to worry about. And, of course, P2E takes care of 'Goyfs. Leyline of Sanctity isn't mentioned in the Primer and I don't know why. It practically autowins against Storm (they are forced to go for tokens and you have a faster combo than they do), Jund (nice to turn all their Lillies, IoK/Thoughtseize into blanks) and Scapeshift.
RWU isn't as explosive as UR, but overall it's superior IMHO.
If you arent relying on the combo as much why not run a similar list to McLaren or if not that have 1 more Kiki and 1-2 fewer splinter twins since it doesnt do anything on its own?
If you arent relying on the combo as much why not run a similar list to McLaren or if not that have 1 more Kiki and 1-2 fewer splinter twins since it doesnt do anything on its own?
If you're addressing the OP list, the splinter twins are essential as extra copies can be used on wall of omens, which is a game-winning move on it's own. And also snapcaster mage.
I really dislike McLaren's list. It's like trying to do two things at once without being excellent at either.
Hey guys I've been playing with a UWR Twin list for a couple of months now and I've been tweaking my list pretty frequently. I don't have the perfect manabase, but my next goal is to get celestial colonnades. One of my favorite parts about the UWR shell is how tweakable it is. Let me know what you think of my list. Also it is awesome to see this deck get its own thread!
Hey guys I've been playing with a UWR Twin list for a couple of months now and I've been tweaking my list pretty frequently. I don't have the perfect manabase, but my next goal is to get celestial colonnades. One of my favorite parts about the UWR shell is how tweakable it is. Let me know what you think of my list. Also it is awesome to see this deck get its own thread!
I want to take this deck to a modern tournament on Friday and am just tuning a tad. What changes would be good to make? Sideboard would be a mishmash of whatever cards I would be able to dredge up. Meta would be pod, jund, zoo, some twin, janky homebrews, and some tron.
As for the above question, just jam the combo against bogles as there is no way to intearct with them at all really and uwr in general as a color combo doesn't do very well against it. You already have the right idea in the sb though. Spellskite and burial are legitimate hate cards against them. And affinity is a generally considered a good matchup. Its blazingly fast at the start where you need 2-3 removal spells to survive handily and hopefully a path to the combo or a resto to start beating down. Then after that if you can stabilize, its typically just comboing or protecting an angel to the win as their deck doesn't do much without a critical mass of stuff. Out of your board wear/tear, stony silence are obvious and hallowed burial and spellskite (shuts down arcbound) + a good blocker are ok options too.
As for my question, what are some general sideboarding strategies as am not quite sure what are things I should be boarding in/out in certain cases.
When it comes to aggro decks, we have no hope of racing them and our only option is to beat them with our combo. Thankfully, we are much more defensive than UR and RUG twin and will survive much longer to assemble the combo.
champion is the one thing you can't beat, but I ussually end up leaving it a 2/2 because Ive dealt with everything else and end up racing it with burn and creatures.
Hows my decklist? Anything I should change
Private Mod Note
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Currently Playing:
Modern: RUGScapeshift[RUG...Occasionally with goyfs RUGTarmotwinRUG(RIP)
Legacy: UWxuwr miracles and stonebladeUWx
Commander: UWRShu Yun/Ruhan SmashUWR
champion is the one thing you can't beat, but I ussually end up leaving it a 2/2 because Ive dealt with everything else and end up racing it with burn and creatures.
Why play UWR Twin?
UWR Twin is, in my opinion, the most fun version of the splinter twin deck. It is the only deck in modern that can truly assume the aggro, control, or combo role fully without being compromised much. Sure, you can play Tron like an aggro deck or affinity like a control deck, but you know how that usually ends up. UWR Twin has the tools to control an aggro opponent with its wide plethora of burn spells and blockers, combo off against an unsuspecting opponent, or just beat the guy to death if he holds mana up to remove your combo pieces.
UWR Twin is superior to its UR and RUG cousins because of the white splash. It opens up Path to Exile for use, which is one of the most important cards to have in any modern deck. It also gives you access to a really strong sideboard suite which no other color can afford. It gives you a creature-based cantrip in the form of Wall of Omens where your UR and RUG friends have to make do with Serum Visions. Finally, while Tarmo-Twin has Tarmogoyfs as their aggro plan, you have the evasive Restoration Angel, which is not only a more effective beater than a Perstermite but is able to reset your ETB triggers or act as a combo piece by itself.
Maindeck choices
Sideboard Choices
Playing the Deck
Sample Decklists
Matchups
Closing words
Modern: Jund Legacy: RUG Delver EDH: Captain Sisay
Storm Crow is strictly worse than Seacoast Drake.
If you remove the redundancy of the combo for other cards, you won't be a combo deck anymore, you'll be a control deck with a combo jammed in. At that point the combo won't do enough for you to make a difference so you're better off playing a pure control deck for more consistency.
To prove my point, some napkin math. Let's say you have one half of the combo in your opening hand, either Kiki-Jiki or Deceiver Exarch. There will be 53 cards left in your deck, 8 of which will allow you to go off. This gives your next draw a chance of 8/53, meaning 15%, to be what you need, and with every card you draw these odds increase again. If you only have Kiki-Jiki and Resto angel in deck, drawing one of them in your opener means chance of 4/53, meaning 7,5% on your next draw that you will have the other half of your combo.
I'm using grossly oversimplified math here, I believe the actual chances come out even higher, but I think the point is already clear. If you start looking at not having any combo pieces in your opener, the difference with only kiki and resto angel becomes even bigger.
Hmm. Not sure if I am correct or not since and please correct if I am wrong as I'm trying to learn this deck as well. Anyway if you are only running Resto angel and Deceiver then the chances to combo off should be the same as UR Twin version as UR twin version generally run Deceiver and Pestermite ( 4 of each in general) and 1 to 2 Kiki as well. Which means they also have 4 possible combinations to go off which is Deceiever+ twin, Deceiver + kiki, Pestermite + twin and pestermite + Kiki which essentially means the chances to combo off is the same as well as your current UWR version? Of coz if you have pestermite as well then it is different.
By the way, nice job on the primer. I learnt something new today from your primer as well.. Look forward to see the rest of the matchup writeup and stuff so that I can learn more about the deck and see whether is UR Twin better or UWR twin is better as I recently change from UWR Twin to UR twin to try out further. No RUG twin coz no gofys to play with yet.. lol..
I beat Jund, UWR control, and 8-rack.
I never won a single game off my combo. I won every single game with either angel/colonnade beatdown or burying my opponent in card advantage through Wall + Twin. I even won through a resolved revelation for 6, multiple goyf draws, and multiple rack draws.
This is probably an important thing to keep in mind - that this is not a pure combo deck. You can win in so many ways. Even slamming a Kiki and re-using snapcaster to bolt your opponent can win you the game.
Haha I'm writing a primer. A bit of over-selling is necessary don't you think?
But in all seriousness, I meant 'superior' in reference to the white splash. I didn't mean it as a strictly superior sense, but that the white splash affords us some superior options which the UR and RUG versions are forced to do without.
You can't really compare this deck to McLaren's. This deck is more aggressive and has access to the Wall + Splinter Twin engine, which is huge. I won't say that it is strictly better, but it plays differently.
Sorry Cronax, I got to agree with Deathscythx here. We don't really have more combo options than the UR version. In fact, they are more of a combo deck than us. The good news is, they suck at everything else but we don't.
As for UR or UWR, I honestly believe that UWR is the way to go if you are playing in big tournaments, despite what the numbers online say. UR is good to pick up free wins in smaller events, but UWR is much more consistent and stable. If you can afford the RUG version I would honestly say that it is an equally good option as UWR (if not more, depending on your playstyle).
Modern: Jund Legacy: RUG Delver EDH: Captain Sisay
Yup. All In U/R twin focused alot on comboing off on turn 4 or turn 5 with counterspells as protections and run alot of cantrips to ensure a more consistent combo plan. In fact, U/R Twin generally will not win if they fail to combo off due to the lack of versatility and alternate win cons. USA Twin generally have more options and thus is better equipped to handle various situations better and have alternate beatdown win con or burn as well. As the name implies, All In is either combo out and win or prepare to lose in general. I'm still trying to figure out what is better playstyle for me as well.. Thanks for writing the primer and I look forward to reading more on it and I am pretty much inclined to go back to USA flash as well as having a white splash and the various options that white can provide is pretty much enticing.. lol..
I'm pretty sure the colonnade copy comes into play tapped, also I don't believe it comes into play as a creature either.
Modern: Jund Legacy: RUG Delver EDH: Captain Sisay
I've been tinkering with this kind of build for a month or so and to me, the real reasons to play white are pretty simple.
To start with the deck is more resilient to the field. The Walls give you time against aggro and the Angels give you a better Plan B than Clique/Pestermite beatdown -- which folds to Electrolyze.
You also get access to some pretty sweet sideboard options that UR doesn't: Leyline, RiP totally hose several key strategies that we have to worry about. And, of course, P2E takes care of 'Goyfs. Leyline of Sanctity isn't mentioned in the Primer and I don't know why. It practically autowins against Storm (they are forced to go for tokens and you have a faster combo than they do), Jund (nice to turn all their Lillies, IoK/Thoughtseize into blanks) and Scapeshift.
RWU isn't as explosive as UR, but overall it's superior IMHO.
1 Vendillion Clique
4 Snapcaster Mage
3 Deceiver Exarch
3 Geist of Saint Traft
3 Pestermite
4 Lightning Bolt
4 Path to Exile
4 Serum Visions
2 Lightning Helix
4 Remand
4 Splinter Twin
4 Arid Mesa
4 Celestial Colonnade
1 Hallowed Fountain
2 Island
1 Mountain
2 Plains
1 Sacred Foundry
2 Scalding Tarn
2 Steam Vents
1 Sulfur Falls
1 Glacial Fortress
2 Tectonic Edge
any suggestion,I really having hardtime against BGx variants any suggestions for sideboarding,what to board in and to board out
Thanks!
Thanks Hero's of the Plane
Modern
-------------
xRxAffinityxRx
If you're addressing the OP list, the splinter twins are essential as extra copies can be used on wall of omens, which is a game-winning move on it's own. And also snapcaster mage.
I really dislike McLaren's list. It's like trying to do two things at once without being excellent at either.
Modern: Jund Legacy: RUG Delver EDH: Captain Sisay
4 Deceiver Exarch
2 Restoration Angel
1 Kiki-Jiki, Mirror Breaker
4 Wall of Omens
4 Snapcaster Mage
Noncreature Spells (22)
4 Splinter Twin
4 Lightning Bolt
4 Remand
2 Lightning Helix
3 Mana Leak
2 Cryptic Command
2 Path to Exile
1 Ajani Vengeant
4 Steam Vents
1 Sulfur Falls
2 Arid Mesa
1 Desolate Lighthouse
3 Scalding Tarn
3 Hallowed Fountain
2 Glacial Fortress
1 Plains
2 Mountain
4 Island
2 Counterflux
1 Anger of the Gods
1 Porphyry Nodes
1 Dispel
1 Shattering Spree
2 Stony Silence
1 Wear // Tear
2 Relic of Progenitus
1 Batterskull
3 Molten Rain
I wouldn't play any less than 4 Restoration Angels as they are the backbone of this deck.
Modern: Jund Legacy: RUG Delver EDH: Captain Sisay
4x Celestial Colonnade
2x Hallowed Fountain
2x Island
2x Mountain
1x Plains
2x Sacred Foundry
4x Scalding Tarn
2x Steam Vents
2x Sulfur Falls
2x Kiki-Jiki, Mirror Breaker
4x Restoration Angel
3x Snapcaster Mage
4x Wall of Omens
3x Splinter Twin
4x Lightning Bolt
1x Lightning Helix
4x Path to Exile
4x Remand
3x Serum Visions
1x batterskull
1x counterflux
2x dispel
1x engineered explosives
1x lightning helix
1x negate
2x relic of progenitus
2x stony silence
1x vendilion clique
1x wear / tear
I want to take this deck to a modern tournament on Friday and am just tuning a tad. What changes would be good to make? Sideboard would be a mishmash of whatever cards I would be able to dredge up. Meta would be pod, jund, zoo, some twin, janky homebrews, and some tron.
As for the above question, just jam the combo against bogles as there is no way to intearct with them at all really and uwr in general as a color combo doesn't do very well against it. You already have the right idea in the sb though. Spellskite and burial are legitimate hate cards against them. And affinity is a generally considered a good matchup. Its blazingly fast at the start where you need 2-3 removal spells to survive handily and hopefully a path to the combo or a resto to start beating down. Then after that if you can stabilize, its typically just comboing or protecting an angel to the win as their deck doesn't do much without a critical mass of stuff. Out of your board wear/tear, stony silence are obvious and hallowed burial and spellskite (shuts down arcbound) + a good blocker are ok options too.
As for my question, what are some general sideboarding strategies as am not quite sure what are things I should be boarding in/out in certain cases.
Modern:
RUGScapeshift[RUG...Occasionally with goyfs
RUGTarmotwinRUG(RIP)
Legacy:
UWxuwr miracles and stonebladeUWx
Commander:
UWRShu Yun/Ruhan SmashUWR
Modern: Jund Legacy: RUG Delver EDH: Captain Sisay
Hows my decklist? Anything I should change
Modern:
RUGScapeshift[RUG...Occasionally with goyfs
RUGTarmotwinRUG(RIP)
Legacy:
UWxuwr miracles and stonebladeUWx
Commander:
UWRShu Yun/Ruhan SmashUWR
Seems perfectly fine to me.
Modern: Jund Legacy: RUG Delver EDH: Captain Sisay