Yeah, I saw DTT at 5 and passed. Hopefully by the end of this week it drops.
Yeah I didn't believe the Storm deck was actually that great, but people are claiming that it's the best deck in the format. I imagine that's good for us, as we're running 12 counters. Storm was a pretty good matchup and that deck was harder to interact with. Here you got Caryatid as the only mana dork that doesn't get 2 for 1'd by a bolt, Supreme Verdict seems like it's a safe reset, and so on. Suppose we'll find out soon enough.
Just thought I'd add my opinion. Decided to rebuild UWR on modo to test out DDT. I know it's a small sample but from the 5 games I tested against (mono black aggro, merfolk, UWR Kiki, WB Tokens and some random self mill deck) 4 of them were won on the back of end of turn DTT. Digging 7 is just nuts and far more useful than treasure cruise. One of them hit 6 lands and a bolt so it would have been gg without dumping all the land. Another game I was able to delve all 6 took 2 bolts and went bolt bolt, untap helix, snappy bolt for 12 damage while they were tapped out. My favourite by far was against merfolk he had a stupid number of dudes out and my 1 out was wrath. Was able to cast DDT for all 6, hit revelation and verdict. Cleared his board and next turn drew 6 or 7 and he conceded.
I made space for 2 copies by removing remand from my list and haven't missed it so far. I look forward to further testing against tier 1 decks.
I know that there is bad synergy between delve and snappy but honestly with 8 fetches + dead snapcasters it's not unreasonable to be able to cast it for full value. If the game is grindy enough you can even delve your dead mana leaks and other stuff. Heck even if you have to pay full cost your opponent has to counter it or risk you hitting a revelation or planeswalker or whatever other win condition you're running. The fact you can do this all at instant speed and at the end of turn is what pushes it over the edge. Tapping out 8 mana to case cruise can't even begin to compare.
That is true I hadn't thought about that. Will have to see what the uptake is on the delve cards in the meta. I just wasn't sure what else to cut and I find myself siding out remand a lot. I currently have 2 maindeck thundermaw's that are from the days of BGx running riot which I suppose are slots I could free up but I find them to be such great finishers that it would hurt to cut them. It's a tough one to decide and I'm a long way from qualified to make that call. Still if the deck keeps performing as it has been I'm willing to give up the benefit of remand in those situations for the benefit of the pseudo tutoring.
Has anyone run in to the Jeskai Ascendancy deck much? I'm playing Modern this weekend and want to figure out if I need to reserve any slots for answers, or if we have the tools needed as is. I'm thinking I can just treat it like storm and fight off Ascendancy in a similar way to Pyromancer's Ascension. Would Eidolon of the Great Revel be a worthy spot? I'm thinking just resolve it, and hold take your damage as you counter things to get bigger CC stuff on the board and swing with Angels or Colonnades. This might also be an answer for storm decks as well, since your life total isn't usually the limiting factor.
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I think the better term is that Remand is only good now that these cards are legal. It wasn't good in the first place, so better is misleading.
Yes, everyone is wrong about Remand and it's a bad card in a Control deck. Wafo-Tapa, who designed this deck and runs 2 copies, needs to do more testing. Remand is a weak tempo play that doesn't belong in Control, and not the turn 2 of champions [/sarcasm]
Has anyone run in to the Jeskai Ascendancy deck much? I'm playing Modern this weekend and want to figure out if I need to reserve any slots for answers, or if we have the tools needed as is. I'm thinking I can just treat it like storm and fight off Ascendancy in a similar way to Pyromancer's Ascension. Would Eidolon of the Great Revel be a worthy spot? I'm thinking just resolve it, and hold take your damage as you counter things to get bigger CC stuff on the board and swing with Angels or Colonnades. This might also be an answer for storm decks as well, since your life total isn't usually the limiting factor.
We should have a pretty decent matchup against Jeskai Combo.
Game 1 you need to bolt the dorks and start applying pressure when you can, while holding Leak/Remand/Spell Snare. The scary card for us there is Sylvan Caryatid, which Spell Snare handles just fine.
They thrive on the early turns, so you want early disruption in your hand. An early Mana Leak/Spell Snare will be very good against them. I would always leave mana open for a counter, and wait to bring in a Resto or Snapcaster until you do not have to tap out.
Does Blade Splicer have a home in this deck? It has great value with resto angel, but I don't know if tapping out on turn 3 is fatal in this deck or not.
I'm trying to figure out whether I want to build UWr control or UWr midrange.
Does Blade Splicer have a home in this deck? It has great value with resto angel, but I don't know if tapping out on turn 3 is fatal in this deck or not.
I'm trying to figure out whether I want to build UWr control or UWr midrange.
Thanks in advance!
Decide that first, then pick if you want to go with Geist or Splicer. I personally like Splicer in midrange, along with Restos, a Clique or two, and Thundermaw at the top end.
If you are going with Control, I would leave Splicer out. In UWR Control, I run 4x Resto, 4x Snap, and 1x Keranos and it works well. Still need to pick up a couple Cliques.
Does Blade Splicer have a home in this deck? It has great value with resto angel, but I don't know if tapping out on turn 3 is fatal in this deck or not.
I'm trying to figure out whether I want to build UWr control or UWr midrange.
Thanks in advance!
Decide that first, then pick if you want to go with Geist or Splicer. I personally like Splicer in midrange, along with Restos, a Clique or two, and Thundermaw at the top end.
If you are going with Control, I would leave Splicer out. In UWR Control, I run 4x Resto, 4x Snap, and 1x Keranos and it works well. Still need to pick up a couple Cliques.
I'm just trying to get ideas as to how far each deck can "bleed" into the other archetype, if that makes sense.
The midrange/geist decks play a lot of burn spells and tend to play less restos, whereas the control lists have a lot of top end stuff like sphinx's rev/dig through time, and tend to play more restos in conjunction with wall of omens. They also tend to play more cryptics.
For example, I want my deck to look something like:
But I don't know if blade splicer is really bad or not. I think if I go too far down the middle, then my deck will unfortunately be bad at both archetypes, though.
Does Blade Splicer have a home in this deck? It has great value with resto angel, but I don't know if tapping out on turn 3 is fatal in this deck or not.
I'm trying to figure out whether I want to build UWr control or UWr midrange.
Thanks in advance!
Decide that first, then pick if you want to go with Geist or Splicer. I personally like Splicer in midrange, along with Restos, a Clique or two, and Thundermaw at the top end.
If you are going with Control, I would leave Splicer out. In UWR Control, I run 4x Resto, 4x Snap, and 1x Keranos and it works well. Still need to pick up a couple Cliques.
I'm just trying to get ideas as to how far each deck can "bleed" into the other archetype, if that makes sense.
The midrange/geist decks play a lot of burn spells and tend to play less restos, whereas the control lists have a lot of top end stuff like sphinx's rev/dig through time, and tend to play more restos in conjunction with wall of omens. They also tend to play more cryptics.
For example, I want my deck to look something like:
But I don't know if blade splicer is really bad or not. I think if I go too far down the middle, then my deck will unfortunately be bad at both archetypes, though.
Thanks for the help!
I would either run Wall (and go Control) or Blade Splicer (and go Mid). Wall goes in more control lists, Splicer in midrange. I used to run Wall, with Restos and Snaps, but I took out the walls and just stuck with Resto and Tiago. The Walls cantripping are nice, but the Angels are good enough to turn on the gas when I need to do some damage.
A lot of people say there is no point in running Restos without Walls, but I call BS. Restos provide a fast clock when combined with Bolts, Snaps, Helixes, and Colonnade.
I think the better term is that Remand is only good now that these cards are legal. It wasn't good in the first place, so better is misleading.
Yes, everyone is wrong about Remand and it's a bad card in a Control deck. Wafo-Tapa, who designed this deck and runs 2 copies, needs to do more testing. Remand is a weak tempo play that doesn't belong in Control, and not the turn 2 of champions [/sarcasm]
If you remove the sarcasm, I agree with you. What does Remand do against anything other than flashback, counterspells, and delve spells better than Condescend?
The meta at my LGS is UWR heavy, and as a Jund player I had a surprisingly difficult time this past Friday. I don't feel like it should be a bad MU for me, but the couple of UWR players I went up against really had my number. I did have to mull a lot, and I couldn't find my targeted discard for the life of me, but man, I just could not land/stick a threat. My deck was geared more towards the creature MU's with a mainboard Olivia Voldaren and lots of removal, but since then I've moved Thrun, the Last Troll and the 4th Thoughtseize form the SB to the MB and moved Olivia to the SB and ditched a removal spell. The Celestial Colonnades and Restoration Angels I could handle, but the bolts and helixes did me in.
I was wondering if I could get the other side's perspective. What your game plan is for this matchup, where you have an advantage/disadvantage. What you board in/out. Any advice is greatly appreciated. I used to run UWR Midrange (no one was playing Jund at my LGS back then) and absolutely loved it, but I had the opportunity to trade the deck for the core Jund (my hands down favorite/dream deck) pieces awhile back, and haven't looked back since. I love the control game, and I loved running UWR, but Jund is my ish. It feels really terrible to be on the other end of either deck when they're operating correctly, and I know that anyone who has would agree.
Again, any advice is greatly appreciated! I need to get ready for this coming Friday!
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The meta at my LGS is UWR heavy, and as a Jund player I had a surprisingly difficult time this past Friday. I don't feel like it should be a bad MU for me, but the couple of UWR players I went up against really had my number. I did have to mull a lot, and I couldn't find my targeted discard for the life of me, but man, I just could not land/stick a threat. My deck was geared more towards the creature MU's with a mainboard Olivia Voldaren and lots of removal, but since then I've moved Thrun, the Last Troll and the 4th Thoughtseize form the SB to the MB and moved Olivia to the SB and ditched a removal spell. The Celestial Colonnades and Restoration Angels I could handle, but the bolts and helixes did me in.
I was wondering if I could get the other side's perspective. What your game plan is for this matchup, where you have an advantage/disadvantage. What you board in/out. Any advice is greatly appreciated. I used to run UWR Midrange (no one was playing Jund at my LGS back then) and absolutely loved it, but I had the opportunity to trade the deck for the core Jund (my hands down favorite/dream deck) pieces awhile back, and haven't looked back since. I love the control game, and I loved running UWR, but Jund is my ish. It feels really terrible to be on the other end of either deck when they're operating correctly, and I know that anyone who has would agree.
Again, any advice is greatly appreciated! I need to get ready for this coming Friday!
The best way to beat us is to disrupt our hand. Turn one thoughtseize into a turn 2 goyf into a turn 3 liliana is pretty unfortunate if we don't have removal right away and we can't counter anything although that is unlikely Thrun is a real problem though I hate HATE seeing him.
I think the better term is that Remand is only good now that these cards are legal. It wasn't good in the first place, so better is misleading.
Yes, everyone is wrong about Remand and it's a bad card in a Control deck. Wafo-Tapa, who designed this deck and runs 2 copies, needs to do more testing. Remand is a weak tempo play that doesn't belong in Control, and not the turn 2 of champions [/sarcasm]
If you remove the sarcasm, I agree with you. What does Remand do against anything other than flashback, counterspells, and delve spells better than Condescend?
I was wondering if I could get the other side's perspective. What your game plan is for this matchup, where you have an advantage/disadvantage. What you board in/out. Any advice is greatly appreciated. I used to run UWR Midrange (no one was playing Jund at my LGS back then) and absolutely loved it, but I had the opportunity to trade the deck for the core Jund (my hands down favorite/dream deck) pieces awhile back, and haven't looked back since. I love the control game, and I loved running UWR, but Jund is my ish. It feels really terrible to be on the other end of either deck when they're operating correctly, and I know that anyone who has would agree.
Again, any advice is greatly appreciated! I need to get ready for this coming Friday!
People are going to bring in some number of purge/explosives and 1-2 5x casting cost cards. I don't get how you can counter that strategy though. I like siding out soft counters, but some people like leaving them in to counter liliana.
I would try siding out dark confidant. It gets blown out by electrolyze and all the removal spells in UWR can kill it. I think it's going to be rare for you to actually draw cards off it.
I think it's a slightly unfavorable match up for jund now due to DRS getting banned and UWR picking up dig through time.
Remand is hit or miss. It's bad vs jund, pod, affinity, and burn. But it's fine vs other blue decks and great vs tron.
So basically it is bad against 4 tier 1 decks that include 4 of the top 5 decks in Modern right now (all of them other than Twin). That makes me think that it shouldn't be played.
Hey, thanks for the speedy responses! It seems like I've adjusted my MB adequately without overcompensating and messing up my other MU's, so I'll run with that and see where it takes me. What I've gathered is that I just need to draw the correct part of my deck and play tightly (ha, Jund).
Unravel the Aether is my only answer (and not much of one) for both pesky 5-drops (Batterskulls and Keranos, God of Storms), and yeah, I'll definitely side out Bob seeing as how he has no chance of sticking. I'm assuming the decks that are picking up Dig Through Time are no longer running Snapcaster Mage?
I sincerely appreciate the prompt and insightful advice!
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So basically it is bad against 4 tier 1 decks that include 4 of the top 5 decks in Modern right now (all of them other than Twin). That makes me think that it shouldn't be played.
Already argued on another thread with you about this, but for anyone reading here I'll repeat it. Remand isn't Unsummon. Unsummon and cards like it yield significant positional and mana advantages at the cost of card advantage. Remand draws a card. In chess people analyze specific openings of games played by grandmasters because even though there's theoretically infinite ways a game can develop, for the most part there's a limited set of pathways the game can flow along. Magic is similar in that you start with 1 mana, and by turn 5 you've generated something like 10-15 mana. This separates the game from other CCGs and creates a pacing the game follows. A card like Remand in those first 5 turns will either trade at mana parity or mana advantage while drawing a card which digs you further through your deck. It doesn't matter that they can still cast the Liliana the next turn; what matters is that the turn 3 sequence was cleared and your opponent accomplished nothing. He gained no positional advantage and lost one of the most critical turns of the game. His strategy is to gain early positional advantage because past turn 4, you own the game. That's why it's so crushing to get hit with Remand, especially when the card that get's bounced is more than 2 mana.
The only drawback is that once your opponent's hand starts to empty then the same Remand doesn't stop any positional advantage, because they get to make a play that turn whereas they wouldn't if it was a counterspell. That's why the card is limited to a 2-of in these lists. But games are won and lost mostly in the first few turns of the game, where Remand is one of the best plays you can make. Even if the card you bounce is Liliana, and you have no answer for it next turn, that's not Remand's fault. You're forgetting that even if it was a Mana Leak, they could just as easily have another copy or other bomb in hand...which you have no answer to the next turn. It's not as if there's a chokepoint where if you simply hit a density of removal spells, they'll run out of threats. They will make plays each turn so what you need to do is shift the game to where each turn sequence yield you advantages which counteract and overpower theirs. Dedicating slots to cards like Spell Snare and Remand which give powerful exchanges early game but can be poor late game is the thing which allows this deck to make it to later turns where Snapcaster, Cryptic, Colonnade, Revelation, etc. start to take over. Your compensating for early weaknesses that the deck has.
If you think control decks are just griefer decks that have to kill everything dead, you're mistaken. You have a card advantage engine running alongside your removal and you just need the requisite mana to utilize it. That's how Wafo's newest deck can top 32 a GP with only 7 removal spells maindeck. It goes in the face of everything you're thinking about how these decks need to be constructed. And guess what was a 2-of in this draw-go deck that was already choked on removal spells? Remand.
Next time you lose to a Jund deck try and step back and think about the early sequences that created a board state you couldn't recover from. Now imagine if instead of Confidant of Tarmogoyf on turn 2 they basically tapped all their mana and passed. That's Remand on a normal day. Now imagine on 5 mana they get their Liliana bounced and pass the turn after you Electrolyze or Snapcaster -> Bolt their board. That's Remand whoppin that ass. Don't even get me started on blue mirrors. I board out Remand against most creature decks, but only because the sideboard cards are better than generic stack disruption.
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Yeah I didn't believe the Storm deck was actually that great, but people are claiming that it's the best deck in the format. I imagine that's good for us, as we're running 12 counters. Storm was a pretty good matchup and that deck was harder to interact with. Here you got Caryatid as the only mana dork that doesn't get 2 for 1'd by a bolt, Supreme Verdict seems like it's a safe reset, and so on. Suppose we'll find out soon enough.
I made space for 2 copies by removing remand from my list and haven't missed it so far. I look forward to further testing against tier 1 decks.
I know that there is bad synergy between delve and snappy but honestly with 8 fetches + dead snapcasters it's not unreasonable to be able to cast it for full value. If the game is grindy enough you can even delve your dead mana leaks and other stuff. Heck even if you have to pay full cost your opponent has to counter it or risk you hitting a revelation or planeswalker or whatever other win condition you're running. The fact you can do this all at instant speed and at the end of turn is what pushes it over the edge. Tapping out 8 mana to case cruise can't even begin to compare.
Remand is only better now that these cards are legal. But yeah, Dig is ridiculous. R&D may have just failed miserably in testing.
I think people overestimate how many targets you need for Snapcaster. Just leaving 1 bolt in your graveyard is no big deal.
I think the better term is that Remand is only good now that these cards are legal. It wasn't good in the first place, so better is misleading.
Storm Crow is strictly worse than Seacoast Drake.
Legacy: UW RiP/Helm, UR Sneak and Show
Yes, everyone is wrong about Remand and it's a bad card in a Control deck. Wafo-Tapa, who designed this deck and runs 2 copies, needs to do more testing. Remand is a weak tempo play that doesn't belong in Control, and not the turn 2 of champions [/sarcasm]
We should have a pretty decent matchup against Jeskai Combo.
Game 1 you need to bolt the dorks and start applying pressure when you can, while holding Leak/Remand/Spell Snare. The scary card for us there is Sylvan Caryatid, which Spell Snare handles just fine.
Game 2 I would bring in Ethersworn Canonist and Negate I think.
They thrive on the early turns, so you want early disruption in your hand. An early Mana Leak/Spell Snare will be very good against them. I would always leave mana open for a counter, and wait to bring in a Resto or Snapcaster until you do not have to tap out.
I'm trying to figure out whether I want to build UWr control or UWr midrange.
Thanks in advance!
Decide that first, then pick if you want to go with Geist or Splicer. I personally like Splicer in midrange, along with Restos, a Clique or two, and Thundermaw at the top end.
If you are going with Control, I would leave Splicer out. In UWR Control, I run 4x Resto, 4x Snap, and 1x Keranos and it works well. Still need to pick up a couple Cliques.
I'm just trying to get ideas as to how far each deck can "bleed" into the other archetype, if that makes sense.
The midrange/geist decks play a lot of burn spells and tend to play less restos, whereas the control lists have a lot of top end stuff like sphinx's rev/dig through time, and tend to play more restos in conjunction with wall of omens. They also tend to play more cryptics.
For example, I want my deck to look something like:
4 restoration angel
4 snapcaster mage
3 blade splicer
1 keranos
4 path to exile
4 lightning bolt
3 cryptic command
1 sphinxs revelation
2 dig through time
But I don't know if blade splicer is really bad or not. I think if I go too far down the middle, then my deck will unfortunately be bad at both archetypes, though.
Thanks for the help!
I would either run Wall (and go Control) or Blade Splicer (and go Mid). Wall goes in more control lists, Splicer in midrange. I used to run Wall, with Restos and Snaps, but I took out the walls and just stuck with Resto and Tiago. The Walls cantripping are nice, but the Angels are good enough to turn on the gas when I need to do some damage.
A lot of people say there is no point in running Restos without Walls, but I call BS. Restos provide a fast clock when combined with Bolts, Snaps, Helixes, and Colonnade.
If you remove the sarcasm, I agree with you. What does Remand do against anything other than flashback, counterspells, and delve spells better than Condescend?
Storm Crow is strictly worse than Seacoast Drake.
The meta at my LGS is UWR heavy, and as a Jund player I had a surprisingly difficult time this past Friday. I don't feel like it should be a bad MU for me, but the couple of UWR players I went up against really had my number. I did have to mull a lot, and I couldn't find my targeted discard for the life of me, but man, I just could not land/stick a threat. My deck was geared more towards the creature MU's with a mainboard Olivia Voldaren and lots of removal, but since then I've moved Thrun, the Last Troll and the 4th Thoughtseize form the SB to the MB and moved Olivia to the SB and ditched a removal spell. The Celestial Colonnades and Restoration Angels I could handle, but the bolts and helixes did me in.
I was wondering if I could get the other side's perspective. What your game plan is for this matchup, where you have an advantage/disadvantage. What you board in/out. Any advice is greatly appreciated. I used to run UWR Midrange (no one was playing Jund at my LGS back then) and absolutely loved it, but I had the opportunity to trade the deck for the core Jund (my hands down favorite/dream deck) pieces awhile back, and haven't looked back since. I love the control game, and I loved running UWR, but Jund is my ish. It feels really terrible to be on the other end of either deck when they're operating correctly, and I know that anyone who has would agree.
Again, any advice is greatly appreciated! I need to get ready for this coming Friday!
BRGJUNDGRB---BRHOLLOW ONERB---BGELVESGB---BRGLIVING ENDGRB---GWBOGLESWG
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BRGKARRTHUS, TYRANT OF JUNDGRB
The best way to beat us is to disrupt our hand. Turn one thoughtseize into a turn 2 goyf into a turn 3 liliana is pretty unfortunate if we don't have removal right away and we can't counter anything although that is unlikely Thrun is a real problem though I hate HATE seeing him.
If you remove the sarcasm, I agree with you. What does Remand do against anything other than flashback, counterspells, and delve spells better than Condescend?
Storm Crow is strictly worse than Seacoast Drake.
People are going to bring in some number of purge/explosives and 1-2 5x casting cost cards. I don't get how you can counter that strategy though. I like siding out soft counters, but some people like leaving them in to counter liliana.
I would try siding out dark confidant. It gets blown out by electrolyze and all the removal spells in UWR can kill it. I think it's going to be rare for you to actually draw cards off it.
I think it's a slightly unfavorable match up for jund now due to DRS getting banned and UWR picking up dig through time.
So basically it is bad against 4 tier 1 decks that include 4 of the top 5 decks in Modern right now (all of them other than Twin). That makes me think that it shouldn't be played.
Storm Crow is strictly worse than Seacoast Drake.
Unravel the Aether is my only answer (and not much of one) for both pesky 5-drops (Batterskulls and Keranos, God of Storms), and yeah, I'll definitely side out Bob seeing as how he has no chance of sticking. I'm assuming the decks that are picking up Dig Through Time are no longer running Snapcaster Mage?
I sincerely appreciate the prompt and insightful advice!
BRGJUNDGRB---BRHOLLOW ONERB---BGELVESGB---BRGLIVING ENDGRB---GWBOGLESWG
EDH:
BRGKARRTHUS, TYRANT OF JUNDGRB
Already argued on another thread with you about this, but for anyone reading here I'll repeat it. Remand isn't Unsummon. Unsummon and cards like it yield significant positional and mana advantages at the cost of card advantage. Remand draws a card. In chess people analyze specific openings of games played by grandmasters because even though there's theoretically infinite ways a game can develop, for the most part there's a limited set of pathways the game can flow along. Magic is similar in that you start with 1 mana, and by turn 5 you've generated something like 10-15 mana. This separates the game from other CCGs and creates a pacing the game follows. A card like Remand in those first 5 turns will either trade at mana parity or mana advantage while drawing a card which digs you further through your deck. It doesn't matter that they can still cast the Liliana the next turn; what matters is that the turn 3 sequence was cleared and your opponent accomplished nothing. He gained no positional advantage and lost one of the most critical turns of the game. His strategy is to gain early positional advantage because past turn 4, you own the game. That's why it's so crushing to get hit with Remand, especially when the card that get's bounced is more than 2 mana.
The only drawback is that once your opponent's hand starts to empty then the same Remand doesn't stop any positional advantage, because they get to make a play that turn whereas they wouldn't if it was a counterspell. That's why the card is limited to a 2-of in these lists. But games are won and lost mostly in the first few turns of the game, where Remand is one of the best plays you can make. Even if the card you bounce is Liliana, and you have no answer for it next turn, that's not Remand's fault. You're forgetting that even if it was a Mana Leak, they could just as easily have another copy or other bomb in hand...which you have no answer to the next turn. It's not as if there's a chokepoint where if you simply hit a density of removal spells, they'll run out of threats. They will make plays each turn so what you need to do is shift the game to where each turn sequence yield you advantages which counteract and overpower theirs. Dedicating slots to cards like Spell Snare and Remand which give powerful exchanges early game but can be poor late game is the thing which allows this deck to make it to later turns where Snapcaster, Cryptic, Colonnade, Revelation, etc. start to take over. Your compensating for early weaknesses that the deck has.
If you think control decks are just griefer decks that have to kill everything dead, you're mistaken. You have a card advantage engine running alongside your removal and you just need the requisite mana to utilize it. That's how Wafo's newest deck can top 32 a GP with only 7 removal spells maindeck. It goes in the face of everything you're thinking about how these decks need to be constructed. And guess what was a 2-of in this draw-go deck that was already choked on removal spells? Remand.
Next time you lose to a Jund deck try and step back and think about the early sequences that created a board state you couldn't recover from. Now imagine if instead of Confidant of Tarmogoyf on turn 2 they basically tapped all their mana and passed. That's Remand on a normal day. Now imagine on 5 mana they get their Liliana bounced and pass the turn after you Electrolyze or Snapcaster -> Bolt their board. That's Remand whoppin that ass. Don't even get me started on blue mirrors. I board out Remand against most creature decks, but only because the sideboard cards are better than generic stack disruption.