It sounds silly but I have been running a Vapor Snag in the Dismember slot, and I've actually been super impressed with it. It's absolutely card disadvantage, so you will board it out in grindy matchups (sometimes, more on that later). It's insanely efficient at generating tempo when you have a board state. It can save your creatures from removal, and in a pinch you can buy back your snapcasters with it. In tough matchups like merfolk, it can be game changing especially when they decide to attack in with guys that have islandwalk, and suddenly you bounce their lord and get to eat up their creatures with blocks. Ultimately though, the reason I have been super impressed with it is that it's a severe beating against turn 2 Tasigur/Angler which we struggle against. I've also been able to blow out Twin players in the mirror that think they are home free game 1 when they leave me with 1 untapped land and they try and combo off. Now their Twin is countered, their creature is back in their hand, and I can keep on beating with Goyf. Sometimes you just have to get a Spellskite off the table for 1 turn to combo. I can't sing enough praises to Vapor Snag in our deck. Even in grindy matchups, you can usually pick a spot where snag can actually trade with a card in their hand. It's just a nice little swiss army knife you can have at your disposal. And nobody ever plays around it. It's usually not even on their radar.
for example of how little I combo. I went 2-0,2-1, 2-0, 2-0, 2-0 last sunday and only combo'd once vs tron. just here for them to play around I didn't really understand that until I played the deck alot really makes your opponent have to play awkward and gives lots of points in burn and tron matchup. on dispel I run 4 cause great for grixis, burn, mirrors and even combo decks like grishoal and amulet and decks like coco and elves. I run 2 roast and the reason we would play dismember more than ur twin is we can take more advantage of the tempo we are more agree and ur twin is more control. I think vapor might be nice but not sure, I am very biased vs bounce effects cause I hate them but I could see it being very good.
right now I run just 1 snare 1 dispel to make room for my 2 probes mainboard which have been beasts. I really enjoy them. I would probably run 2 snare but neither are correct or incorrent mostly to improve jund matchup, if you run 2 dispel you have a better sideboard but snare is really good vs lots of random decks. not saying dispel isn't but I personally prefer the snares .
btw I play bloom to and it is easy to disrupt twin combo, tonight one guy tried to combo me twice in a game and I stopped it both times.
I run 1 slaughter pact, 2 dismember, 2 swan song, 3 seal of primordium, 2 pact of negation and 1 ee so don't get to cocky. also remember ee can't kill our tokens I learn'd that the hard way.
as a long time twin player who recently got cash for goyfs finally this deck has blown me away, really solves all problems of UR twin and plays so much smoother, so much nicer cannot believe this is not the most popular deck in modern (coming from someone who has tried everything and I mean everything)
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Rollback Post to RevisionRollBack
To see the world in a grain of sand, and to see heaven in a wild flower, hold infinity in the palm of your hands, and eternity in an hour. - William Blake
It was not delight, not wonder that arose among us, it was the peace of heaven. He who has thought most deeply loves what is most alive. - Friedrich Holderlin
I hardly can play gitaxian.. I play agaisnt so many control.. 40% of my meta is pure control.
I play 2 dispel MD, 2 spell snare and 1 spell pierce. (it's working very fine)
I've been
2-0 against american control
2-0 against affinity
0-2 agaisnt zoo (first game i've drawn land after land, second game, muligan to 5. cant find any land)
2-1 agaisnt affinity.
(not so much control this week but they are very present).
probe is great for control. lets you know if they have counters/removal and when to fight or not
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To see the world in a grain of sand, and to see heaven in a wild flower, hold infinity in the palm of your hands, and eternity in an hour. - William Blake
It was not delight, not wonder that arose among us, it was the peace of heaven. He who has thought most deeply loves what is most alive. - Friedrich Holderlin
I run 1 utility creature which is a lavamancer right now but clique is great to. I just like lavamancer cause helps jund while also great for grixis to. not that clique isn't. I like both alot as cards but I lose more to infect, coco, affinity then to amulet, grishoalbrand. I think all those matchups are good but the creature ones are easier to lose.
I cut a spell snare and utility land for 2 probes.
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To see the world in a grain of sand, and to see heaven in a wild flower, hold infinity in the palm of your hands, and eternity in an hour. - William Blake
It was not delight, not wonder that arose among us, it was the peace of heaven. He who has thought most deeply loves what is most alive. - Friedrich Holderlin
Regarding Sarkhan the Unbroken: I've played with him for a while, and I'm putting him on the shelf for now on. I've found that he often gets countered because he requires so much mana at sorcery speed, or when I cast him against Jund or some other grindy deck, the opponent is already threatening me with goyfs, tasigurs, anglers and the like. I'm swapping him with Desolate Lighthouse for now to see how that goes.
Think of him like a keranos as keranos has the same issues as sarkhan. You mentioned him getting countered, I find that forcing something else through at the end of turn (krasis, clique, or a bolt snap bolt) and make them use up there mana then is great because you'll be able to untap and play sarkhan. That is usually how I play him I don't like casting him into open blue mana unless I'm confident I can protect him.
How do you guys feel about Clique vs Grim Lavamancer in the mainboard? I saw that Dickmann runs Clique. I don't know what to expect in my meta, so I guess I'd like to know your guys' choice in an unknown meta.
After a few nights grinding online the only matchup I really feel weak against is Jund. How do you guys feel about Obstinate Baloth over the 2 Thragtusk to combat Liliana? With alot of Rx aggro decks running around the 4 toughness could be very useful.
To see the world in a grain of sand, and to see heaven in a wild flower, hold infinity in the palm of your hands, and eternity in an hour. - William Blake
It was not delight, not wonder that arose among us, it was the peace of heaven. He who has thought most deeply loves what is most alive. - Friedrich Holderlin
I'm currently running 2 Thragtusk and 1 Keranos in my sideboard. Would you recommend 1 Sarkhan, 1 Thragtusk, and 1 Keranos or just keeping the 3 and finding a 4th slot for Sarkhan? I haven't been able to try a list with Sarkhan yet.
Went 1-1-1 with a fairly stock list today at a small modern tournament
R1 VS Latern :|
G1- T4 Twin, not much else to write
SB: +2 Ancient Grudge, +1 Vandalblast, +1 Keranos, -1 Exarch, -1 Twin, -2 Remand
Not sure if this was right, but I felt Remand was fairly useless?
G2- He slowly locks me out with shakles/latern and eventually draws codex.
G3- We go to time, but he had the lock on board and shackles
0-0-1
R2 VS Weird 4c brew
G1- Die to lingering souls and no way to really remove the spirits. He has decays for my threats
Had no real idea what I was up against, so SB felt awkward.
SB: +2 Thragtusk, +1 Keranos +1 Staticaster +2 Pyroclasm, -1 Exarch, -1 Twin, -4 Remand
G2- T4 Twin. Slightly risky because he was holding up abrupt decay mana, but I figured I would just go for it, and he didn't have it
G3- Couldn't really figure out what his plan was, so I didn't change board. He had me at 10, I had him at 5. I had Swagtusk on board, he has an Iona naming blue (lol?). He activates Creeping Tar Pit and swings. Before damage, I bolt the Tar Pit. I swing in with Swagtusk and take the win
1-0-1
R2 VS Naya Co
G1- I'm able to stall him off threats for a long time, but he also has paths for all of my threats. I beat for a few turns with Snapcaster, and he eventually draws into Loxodon Smiter. I can't really find answers and get beat down.
New to Modern, so I'm not really sure what to bring in
SB:+2 Thragtusk +2 Pyroclasm +1 Keranos +1 Roast, -4 Remand -1 Twin -1 Exarch
G2- Mull to 6, and I keep a hand with burn and 2x Twin. I don't really draw into anything that is super useful and he's able to land a goyf and beat me to death with it.
Pyroclasm felt useless. I maybe should have brought in EE instead. Maybe I leave the combo in and try and go for that win?
1-1-1
First Modern Tournament, so I'm okay with the results. I have no idea how to board against most decks, so please let me know if my boarding strategies were wrong. I was running Dickmann's list here: http://magic.wizards.com/en/articles/archive/magic-online/modern-super-league-decklists-2015-09-15 with one EE in the board instead of Unravel. I really don't like Remand in most cases. It doesn't really take care of whatever I want to counter. It really just delays their gameplan.
One thing you need to understand about remand is how to leverage it. Especially with this deck. It's something that's not immediately intuitive. You can't play it like it's a counterspell. You have to play it like it's a cantrip that gives you some serious tempo advantage. For instance, you play a tarmogoyf on turn 2, your Jund opponent plays a Dark Confidant on their turn 2. You attack and they don't block, and before damage you bolt the Bob, play a land and pass. On their turn 3 they attempt to resolve a Liliana of the Veil to make you sac your Goyf, and you Remand it. They have now lost their whole turn, and you drew a card. Sure, the Lili may resolve next turn, but you drew a card, got another turn to attack with your goyf, and now you have options like flashing in Snapcaster in response to Lili minus, target bolt, sac the snapcaster, and bolt the liliana. Now you are so far ahead in this game, because you effectively wasted two of your opponent's turns that they spent trying to deal with your goyf, and they got nowhere doing it.
Now obviously, that was a dream hand, but it was meant to illustrate when Remand is at its finest. Let's look at that same scenario when you do have a goyf or any threat in play. You hold up remand turn 2, and they play a Bob turn 2, and EoT you bolt it. You untap, have no threat in play, none to cast the moment, so you play a land and pass, holding up remand again. Your opponent plays another threat like a Scavenging Ooze or a Tarmogoyf to advance their board while you have nothing going on. You Remand it, just to cantrip and delay their threat. This remand didn't really do much other than cantrip and keep the board clear one more turn. However, next turn the snapcaster we talked about in the first scenario, can come down, flash back the Remand on whatever card they try to play and keep the board clear again, while putting a body in Snap on your board.
Those are two different scenarios where remand does its job. It can be hard to gauge how effective it is at doing its job when you're the one casting it, but when it's cast against you it feels miserable.
General tips on using the card:
If possible in the matchup, try to trade up on mana with it. What I mean is, Remanding a one mana spell feels miserable. Remanding a two mana spell is acceptable in certain spots. Remanding a 3+ mana spell is golden. It allows for some huge tempo swings, and is just a beating when you hit something like a four drop.
When Remand is dead in a matchup, ignore the first rule and just cycle it. Get it out of your hand. Don't let it rot in your hand while you wait for a spot to cash it in on a juicy target, because in matchups where Remand is bad, it's SO bad. Just cycle it, and be done with it. Twin is a deck about momentum, and holding up remand turn 2, against something like Affinity, and refusing to use it on a Signal Pest because it's bad value, and doing nothing on your turn 2 is how you get stuck with it in your hand. Matchups where it's bad include Affinity, Burn, Merfolk, Zoo, and other decks where their average casting cost is extremely low.
In the Twin mirror, hold onto your Remands unless you REALLY can't let something resolve right then and there. Remand is at it's best in counter wars in this matchup for Remanding your own spells when they go to counter them, or when they try to flash back a spell with Snapcaster, remanding those is also great. Generally the mark of an inexperienced player or a player with a weak hand is if they remand a combo creature. That's not the ideal spot to be in in the matchup. If they do this, it either means they are inexperienced in the mirror or they have a hand that is fairly cold to the combo.
The last pointer is look for creative lines with the card. Remand is a very unique counterspell. I have cast an engineered explosives for 0 and then remanded it, because I simply needed to cantrip. My most creative line with the card was against Affinity around turn 6 or 7. My opponent had a vault skirge and some other threat in play and just cast a Ravager. In my hand I had a bolt, a remand, and some other irrelevant card. I didn't want to just cycle the remand there because he could just cast it again. So I let the Ravager resolve. As soon as he passed priority, I bolted his vault skirge. He responded by saccing it to Ravager, and then I remanded my bolt, and bolted his other threat. So I dealt with two of his threats and drew a card. It was sort of like a 'build your own electrolyze'.
One thing you need to understand about remand is how to leverage it. Especially with this deck. It's something that's not immediately intuitive. You can't play it like it's a counterspell. You have to play it like it's a cantrip that gives you some serious tempo advantage. For instance, you play a tarmogoyf on turn 2, your Jund opponent plays a Dark Confidant on their turn 2. You attack and they don't block, and before damage you bolt the Bob, play a land and pass. On their turn 3 they attempt to resolve a Liliana of the Veil to make you sac your Goyf, and you Remand it. They have now lost their whole turn, and you drew a card. Sure, the Lili may resolve next turn, but you drew a card, got another turn to attack with your goyf, and now you have options like flashing in Snapcaster in response to Lili minus, target bolt, sac the snapcaster, and bolt the liliana. Now you are so far ahead in this game, because you effectively wasted two of your opponent's turns that they spent trying to deal with your goyf, and they got nowhere doing it.
Now obviously, that was a dream hand, but it was meant to illustrate when Remand is at its finest. Let's look at that same scenario when you do have a goyf or any threat in play. You hold up remand turn 2, and they play a Bob turn 2, and EoT you bolt it. You untap, have no threat in play, none to cast the moment, so you play a land and pass, holding up remand again. Your opponent plays another threat like a Scavenging Ooze or a Tarmogoyf to advance their board while you have nothing going on. You Remand it, just to cantrip and delay their threat. This remand didn't really do much other than cantrip and keep the board clear one more turn. However, next turn the snapcaster we talked about in the first scenario, can come down, flash back the Remand on whatever card they try to play and keep the board clear again, while putting a body in Snap on your board.
Those are two different scenarios where remand does its job. It can be hard to gauge how effective it is at doing its job when you're the one casting it, but when it's cast against you it feels miserable.
General tips on using the card:
If possible in the matchup, try to trade up on mana with it. What I mean is, Remanding a one mana spell feels miserable. Remanding a two mana spell is acceptable in certain spots. Remanding a 3+ mana spell is golden. It allows for some huge tempo swings, and is just a beating when you hit something like a four drop.
When Remand is dead in a matchup, ignore the first rule and just cycle it. Get it out of your hand. Don't let it rot in your hand while you wait for a spot to cash it in on a juicy target, because in matchups where Remand is bad, it's SO bad. Just cycle it, and be done with it. Twin is a deck about momentum, and holding up remand turn 2, against something like Affinity, and refusing to use it on a Signal Pest because it's bad value, and doing nothing on your turn 2 is how you get stuck with it in your hand. Matchups where it's bad include Affinity, Burn, Merfolk, Zoo, and other decks where their average casting cost is extremely low.
In the Twin mirror, hold onto your Remands unless you REALLY can't let something resolve right then and there. Remand is at it's best in counter wars in this matchup for Remanding your own spells when they go to counter them, or when they try to flash back a spell with Snapcaster, remanding those is also great. Generally the mark of an inexperienced player or a player with a weak hand is if they remand a combo creature. That's not the ideal spot to be in in the matchup. If they do this, it either means they are inexperienced in the mirror or they have a hand that is fairly cold to the combo.
The last pointer is look for creative lines with the card. Remand is a very unique counterspell. I have cast an engineered explosives for 0 and then remanded it, because I simply needed to cantrip. My most creative line with the card was against Affinity around turn 6 or 7. My opponent had a vault skirge and some other threat in play and just cast a Ravager. In my hand I had a bolt, a remand, and some other irrelevant card. I didn't want to just cycle the remand there because he could just cast it again. So I let the Ravager resolve. As soon as he passed priority, I bolted his vault skirge. He responded by saccing it to Ravager, and then I remanded my bolt, and bolted his other threat. So I dealt with two of his threats and drew a card. It was sort of like a 'build your own electrolyze'.
Hopefully this has been helpful.
Very helpful!
I typically saved it to use on more impactful spells, but seeing them cast it next turn just feels bad. I guess it's just something I'll have to get used to. The swing in tempo is there, but coming from hard counters, it doesn't feel as massive.
Yeah like I said, you have to learn to leverage it in games. I've been playing with the card for almost 2 years and I feel like I'm just now starting to understand how to use it best. One of the reasons I love Tarmo Twin is because Goyf makes Remand so much better in our deck than it is in any other deck. Oftentimes in our deck Remand says 'Tap your opponent's lands. Each creature you control deals damage equal to its power to target player. Draw a card.'
I've noticed that most of the TarmoTwin decks I have seen just don't have any nonbasic land hate in the side. No Blood Moon, Molten Rain, Spreading Seas, or anything. Do you guys feel like the matchup against the big mana decks (Bloom and Tron) are just fine without them? What about all of the manlands in BGx? I'm not saying it is wrong, I don't have enough experience with the deck to say. I'm just curious as to why no one really plays these cards (which are standard in a lot of the other decks I have played like Grixis and UR)
I played this deck on Saturday and went 2-2 but the last win was a bye, so really 1-2.
Round 1: Scapeshift
G1, very grindy game, he has Snapcaster Mage and Baby Jace, a couple of counter wars ensue, I counter Scapeshift at least 5 times. I make a misplay at the end of game one (exarch doesn't have haste) and tap out for combo, he wins on his next turn.
G2, Not much to report here, force twin through counterspells, game over.
G3, very, very grindy again. Don't see any of my combo pieces here, but laying the beat down with Goyfs is going pretty well. We goto time, turn 1 him, supreme verdict, I never saw it coming. Turn 2 me, draw go. Turn 3 him, tries to cast scapeshift 3 times. Turn 4 me, draw go and it is over, the last scapeshift he casted was remanded, he wins on turn 5
0-1-0
Round 2: Grixis Control
G1, nothing works for me
G2, same as game 1
0-2-0
Round 3: Standard Abzan
G1, Combo out at 1 life, he doesn't believe it works, Judge!!!
G2, combo on turn 4
1-2-0
Round 4: Bye
2-2-0
Conclusion, I need Surgical Extraction in the board for Round 1, and Grixis Control just ownes us.
Is there a reason why most decks are 3 deceiver/2 Krasis insstead of vice versa? I feel like I'd rather have Krasis for beatdowns. But is it possibly because you can't bolt a Deceiver?
right now I run just 1 snare 1 dispel to make room for my 2 probes mainboard which have been beasts. I really enjoy them. I would probably run 2 snare but neither are correct or incorrent mostly to improve jund matchup, if you run 2 dispel you have a better sideboard but snare is really good vs lots of random decks. not saying dispel isn't but I personally prefer the snares .
btw I play bloom to and it is easy to disrupt twin combo, tonight one guy tried to combo me twice in a game and I stopped it both times.
I run 1 slaughter pact, 2 dismember, 2 swan song, 3 seal of primordium, 2 pact of negation and 1 ee so don't get to cocky. also remember ee can't kill our tokens I learn'd that the hard way.
as a long time twin player who recently got cash for goyfs finally this deck has blown me away, really solves all problems of UR twin and plays so much smoother, so much nicer cannot believe this is not the most popular deck in modern (coming from someone who has tried everything and I mean everything)
It was not delight, not wonder that arose among us, it was the peace of heaven. He who has thought most deeply loves what is most alive. - Friedrich Holderlin
1907 Constructed Rating on Magic Online.
BGUSultai Shadow
BURGrixis Shadow
BGUSultai midrange
BRWMardu Pyromancer
BGRJund
I play 2 dispel MD, 2 spell snare and 1 spell pierce. (it's working very fine)
I've been
2-0 against american control
2-0 against affinity
0-2 agaisnt zoo (first game i've drawn land after land, second game, muligan to 5. cant find any land)
2-1 agaisnt affinity.
(not so much control this week but they are very present).
I VERY LIKE probe but can't find a place.
Here's my list; (just4fun)
http://tappedout.net/mtg-decks/tarmo-twin-low-budget/
and btw.. Tarmotwin is the most amazing deck I ever played.
Thank you god.
BGUSultai Shadow
BURGrixis Shadow
BGUSultai midrange
BRWMardu Pyromancer
BGRJund
It was not delight, not wonder that arose among us, it was the peace of heaven. He who has thought most deeply loves what is most alive. - Friedrich Holderlin
1907 Constructed Rating on Magic Online.
I run 1 utility creature which is a lavamancer right now but clique is great to. I just like lavamancer cause helps jund while also great for grixis to. not that clique isn't. I like both alot as cards but I lose more to infect, coco, affinity then to amulet, grishoalbrand. I think all those matchups are good but the creature ones are easier to lose.
I cut a spell snare and utility land for 2 probes.
It was not delight, not wonder that arose among us, it was the peace of heaven. He who has thought most deeply loves what is most alive. - Friedrich Holderlin
1907 Constructed Rating on Magic Online.
Think of him like a keranos as keranos has the same issues as sarkhan. You mentioned him getting countered, I find that forcing something else through at the end of turn (krasis, clique, or a bolt snap bolt) and make them use up there mana then is great because you'll be able to untap and play sarkhan. That is usually how I play him I don't like casting him into open blue mana unless I'm confident I can protect him.
LegacyUBRDelverRBU
XXXX
Modern
URTwinRU R.I.P.
EDH
WUGRoon of the Hidden RealmWUG
Baloth seems a bit lackluster to me, easily outclassed by goyfs and tasigurs/anglers.
Sarkhan Unbroken could help you in the jund matchup alot so does Wurmcoil Engine
It was not delight, not wonder that arose among us, it was the peace of heaven. He who has thought most deeply loves what is most alive. - Friedrich Holderlin
1907 Constructed Rating on Magic Online.
XXXX
Modern
URTwinRU R.I.P.
EDH
WUGRoon of the Hidden RealmWUG
R1 VS Latern :|
G1- T4 Twin, not much else to write
SB: +2 Ancient Grudge, +1 Vandalblast, +1 Keranos, -1 Exarch, -1 Twin, -2 Remand
Not sure if this was right, but I felt Remand was fairly useless?
G2- He slowly locks me out with shakles/latern and eventually draws codex.
G3- We go to time, but he had the lock on board and shackles
0-0-1
R2 VS Weird 4c brew
G1- Die to lingering souls and no way to really remove the spirits. He has decays for my threats
Had no real idea what I was up against, so SB felt awkward.
SB: +2 Thragtusk, +1 Keranos +1 Staticaster +2 Pyroclasm, -1 Exarch, -1 Twin, -4 Remand
G2- T4 Twin. Slightly risky because he was holding up abrupt decay mana, but I figured I would just go for it, and he didn't have it
G3- Couldn't really figure out what his plan was, so I didn't change board. He had me at 10, I had him at 5. I had Swagtusk on board, he has an Iona naming blue (lol?). He activates Creeping Tar Pit and swings. Before damage, I bolt the Tar Pit. I swing in with Swagtusk and take the win
1-0-1
R2 VS Naya Co
G1- I'm able to stall him off threats for a long time, but he also has paths for all of my threats. I beat for a few turns with Snapcaster, and he eventually draws into Loxodon Smiter. I can't really find answers and get beat down.
New to Modern, so I'm not really sure what to bring in
SB:+2 Thragtusk +2 Pyroclasm +1 Keranos +1 Roast, -4 Remand -1 Twin -1 Exarch
G2- Mull to 6, and I keep a hand with burn and 2x Twin. I don't really draw into anything that is super useful and he's able to land a goyf and beat me to death with it.
Pyroclasm felt useless. I maybe should have brought in EE instead. Maybe I leave the combo in and try and go for that win?
1-1-1
First Modern Tournament, so I'm okay with the results. I have no idea how to board against most decks, so please let me know if my boarding strategies were wrong. I was running Dickmann's list here: http://magic.wizards.com/en/articles/archive/magic-online/modern-super-league-decklists-2015-09-15 with one EE in the board instead of Unravel. I really don't like Remand in most cases. It doesn't really take care of whatever I want to counter. It really just delays their gameplan.
LegacyUBRDelverRBU
Now obviously, that was a dream hand, but it was meant to illustrate when Remand is at its finest. Let's look at that same scenario when you do have a goyf or any threat in play. You hold up remand turn 2, and they play a Bob turn 2, and EoT you bolt it. You untap, have no threat in play, none to cast the moment, so you play a land and pass, holding up remand again. Your opponent plays another threat like a Scavenging Ooze or a Tarmogoyf to advance their board while you have nothing going on. You Remand it, just to cantrip and delay their threat. This remand didn't really do much other than cantrip and keep the board clear one more turn. However, next turn the snapcaster we talked about in the first scenario, can come down, flash back the Remand on whatever card they try to play and keep the board clear again, while putting a body in Snap on your board.
Those are two different scenarios where remand does its job. It can be hard to gauge how effective it is at doing its job when you're the one casting it, but when it's cast against you it feels miserable.
General tips on using the card:
If possible in the matchup, try to trade up on mana with it. What I mean is, Remanding a one mana spell feels miserable. Remanding a two mana spell is acceptable in certain spots. Remanding a 3+ mana spell is golden. It allows for some huge tempo swings, and is just a beating when you hit something like a four drop.
When Remand is dead in a matchup, ignore the first rule and just cycle it. Get it out of your hand. Don't let it rot in your hand while you wait for a spot to cash it in on a juicy target, because in matchups where Remand is bad, it's SO bad. Just cycle it, and be done with it. Twin is a deck about momentum, and holding up remand turn 2, against something like Affinity, and refusing to use it on a Signal Pest because it's bad value, and doing nothing on your turn 2 is how you get stuck with it in your hand. Matchups where it's bad include Affinity, Burn, Merfolk, Zoo, and other decks where their average casting cost is extremely low.
In the Twin mirror, hold onto your Remands unless you REALLY can't let something resolve right then and there. Remand is at it's best in counter wars in this matchup for Remanding your own spells when they go to counter them, or when they try to flash back a spell with Snapcaster, remanding those is also great. Generally the mark of an inexperienced player or a player with a weak hand is if they remand a combo creature. That's not the ideal spot to be in in the matchup. If they do this, it either means they are inexperienced in the mirror or they have a hand that is fairly cold to the combo.
The last pointer is look for creative lines with the card. Remand is a very unique counterspell. I have cast an engineered explosives for 0 and then remanded it, because I simply needed to cantrip. My most creative line with the card was against Affinity around turn 6 or 7. My opponent had a vault skirge and some other threat in play and just cast a Ravager. In my hand I had a bolt, a remand, and some other irrelevant card. I didn't want to just cycle the remand there because he could just cast it again. So I let the Ravager resolve. As soon as he passed priority, I bolted his vault skirge. He responded by saccing it to Ravager, and then I remanded my bolt, and bolted his other threat. So I dealt with two of his threats and drew a card. It was sort of like a 'build your own electrolyze'.
Hopefully this has been helpful.
Very helpful!
I typically saved it to use on more impactful spells, but seeing them cast it next turn just feels bad. I guess it's just something I'll have to get used to. The swing in tempo is there, but coming from hard counters, it doesn't feel as massive.
LegacyUBRDelverRBU
LegacyUBRDelverRBU
Round 1: Scapeshift
G1, very grindy game, he has Snapcaster Mage and Baby Jace, a couple of counter wars ensue, I counter Scapeshift at least 5 times. I make a misplay at the end of game one (exarch doesn't have haste) and tap out for combo, he wins on his next turn.
G2, Not much to report here, force twin through counterspells, game over.
G3, very, very grindy again. Don't see any of my combo pieces here, but laying the beat down with Goyfs is going pretty well. We goto time, turn 1 him, supreme verdict, I never saw it coming. Turn 2 me, draw go. Turn 3 him, tries to cast scapeshift 3 times. Turn 4 me, draw go and it is over, the last scapeshift he casted was remanded, he wins on turn 5
0-1-0
Round 2: Grixis Control
G1, nothing works for me
G2, same as game 1
0-2-0
Round 3: Standard Abzan
G1, Combo out at 1 life, he doesn't believe it works, Judge!!!
G2, combo on turn 4
1-2-0
Round 4: Bye
2-2-0
Conclusion, I need Surgical Extraction in the board for Round 1, and Grixis Control just ownes us.
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