Because it sucks. It is a bad, bad, bad, bad counterspell. Pay 2 mana and delve is so bad.
Actually its really good. Not sure about it in Twin b/c I'd rather have the 1CMC spells to protect combo, and we run 4 Snaps. I ran 2 of it when playing Esper draw go and it was basically a Counterspell every time. Its a very underrated card.
Here it is. I like it. Similar to Exarch with the option of a Twisted Image on it. Activation is a little high, but late game could make a difference. Will definitely try 1 out in the list for a bit.
Dude, I could really see that as a 1 or 2 of in the deck. It's the only not garbage man-land they've printed in this set
Since it's 0 mana to switch it's power and toughness, couldn't you always switch it's power and toughness if they try to bolt it? Kinda impressive, can't be Decay'd
Yeah, its not cheap, but its not something you would want to activate on turn 5 anyway. I was thinking games that go long... turns 7, 8, 9 etc. Being about to block or swing for 4 from a land is decent.
Ok, found out that if you chose to make it a 4/1 and someone bolts it and you try to make it a 1/4 in response, it will die no matter what because it does switch to a 4/1 at some point
The official wording of it is if you activate the ability to switch power/toughness while it's a 1/4, and the opponent bolts IN RESPONSE TO THE ACTIVATION, then it will have 3 damage marked on it before it switches to a 4/1, killing it. But who cares? By the time we are bashing with this baby resources are on the low, so it's fine in my book
The official wording of it is if you activate the ability to switch power/toughness while it's a 1/4, and the opponent bolts IN RESPONSE TO THE ACTIVATION, then it will have 3 damage marked on it before it switches to a 4/1, killing it. But who cares? By the time we are bashing with this baby resources are on the low, so it's fine in my book
If you suspect Bolt, just hold priority after activating it and make it a 4/1. Then, they need 2 burn spells to kill it, and 2-for-1s are good.
Edit: nope I'm still dumb this doesn't work. Ignore.
So is this light splash just for K-Command a flavor of the month thing, guys? I mean, you're already splashing for 4 black cards, why not use Tasigur at this point, isn't it already messing with your land base?
I play Twin on the side, and it may perhaps be the best deck in Modern, but I feel so mediocre of a player with it. Sometimes I feel like I don't see enough removal spells with all those cantrips. Like, I'll have a game under control but with no real threat on the board and just durdle, so I can't tempo them out and peck at them, and since I'm durdling so much sometimes it feels like I need to win by combo since I wasted so much time with no one to peck away at their life total.
Sometimes I wonder early in a game if I should just bolt-snap-bolt to start a clock or if I'm going to heavily regret having no piece of removal left in my hand a turn or two later when they play a threat
So is this light splash just for K-Command a flavor of the month thing, guys? I mean, you're already splashing for 4 black cards, why not use Tasigur at this point, isn't it already messing with your land base?
I play Twin on the side, and it may perhaps be the best deck in Modern, but I feel so mediocre of a player with it. Sometimes I feel like I don't see enough removal spells with all those cantrips. Like, I'll have a game under control but with no real threat on the board and just durdle, so I can't tempo them out and peck at them, and since I'm curdling so much sometimes it feels like I need to win by combo since I wasted so much time with no one to peck away at their life total.
Sometimes I wonder early in a game if I should just bolt-snap-bolt to start a clock or if I'm going to heavily regret having no piece of removal left in my hand a turn or two later when they play a threat
Because Terminate is better than Roast in pretty much every measurable way. K Command is just the icing on the cake.
Going top cinci this weekend. Playing the stock U/R twin list minus the MB roast everybody seems to be playing now days. This is what my SB looks like currently, but I need suggestions, I have no idea whats going to be big this weekend.
I think I want to play 2 engineered excplosives as well, however I never know what to bring that card in against as it always seems really slow and inneficient.
It definitely seems like a good option in the more grindy games were comboing is more of a plan B or not even on the table
I don't think UR Twin struggles to acquire land in normal games though, not with all the card draws spells
I don't think this man-land should be in the deck as more than a one of if at all. It is bad. 4 mana to activate for a 1/4 creature that does not have evasion. Switching to a 4/1 means it gets chumped by almost everything. I would rather play Faerie Conclave at least conclave has flying. Speaking of Faerie Conclave there are reason why Twin does not play this card and those reasons are applicable to wandering fumarole also. 1: comes into play tapped - tempo decks do not like have lands come into play tapped in the first 3 or 4 land drops. 2: high activation cost - tempo decks don't like paying high activation costs for cards that have very minimal immediate impact and very low to no incremental impact. 3: non-basic land means that it is turned off by Bloodmoon which is a card that is also going to come in during most of the very grindy matchups that the intended use of this card seems to justify its inclusion.
So in conclusion Twin's current and most optimal permutation is a tempo deck. A lot of the match ups that it will look to win by very narrow margins will be because of tight play, the decks ability to tempo well and playing to the decks strengths. This land does not help any of these requirements. It is not powerful enough to mitigate large play mistakes or large number of small play mistakes. It does not tempo at all in the first 5 or 6 turns. And it does not improve the decks quality because it does not compliment what the deck is trying to do in most usual circumstances which are either combo or tempo beat down/burn.
I stand to be corrected and maybe the up coming GP and PT season will prove me completely wrong but this card is not good for twin.
Going top cinci this weekend. Playing the stock U/R twin list minus the MB roast everybody seems to be playing now days. This is what my SB looks like currently, but I need suggestions, I have no idea whats going to be big this weekend.
I think I want to play 2 engineered excplosives as well, however I never know what to bring that card in against as it always seems really slow and inneficient.
I see that you are playing grudge which means that you have access to 3 colors. This means that EE hits a significant amount of stuff that can wreck your day. Having EE in your opening hand is not optimal but as the game progresses especially after turn 4 when you should be able to play for 2 then activate its potential shines. In short I would bring in EE for the these match ups which should give you an indication of what you are looking to use it for during other similar mathcups: Boogles (enchantments and creatures), Faeries (Tokens, Bitterblossom, Ashiok), Affinity (Cranial plating, Etched Champion), Grixis Control (Ashiok, Bitterblossom), Fish (Aether Vial, Lots of their creatures), Hatebears / White Weenie / Death and Taxes (Aether Vial, Lots of their little creatures).
Not all of the cards that I listed are standard for the deck archtype that I paired them with but I have seen them in Magic online results so it is more of a food for thought consideration when deciding what your sideboard plan is. Recently I played a magic online league with Twin and 4 out of 5 matches that I played I wished I had put EE into my sideboard. It hits so manythings that are incrementally advantageous against twin once they hit the board.
The new manland sucks, you forgot how insane desolate litehouse is
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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
how can you seriously considering playing the new manland when desolate lighthouse is SO much better
and do none of you understand how to play this deck? we are not trying to yolo combo it so hard
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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'm not a fan of 3 Moons in the board. The Twin sideboard is pretty tight, meaning there aren't really any cards to shave for a 3rd Moon. On top of that, Moon becomes dead when you draw more than 1, so I don't really like playing more than 2.
They are good in many matches but like MrM0nd4y said no more than 2. I play 2 in the side all the time. No consideration at all of replacing them. Depending on what I expect the tourny meta to be I will main board them in the flex spots to free up space in your side and change the match percentages a bit.
My counterspell package is 4 Remand, 2 Dispel, 3 Spell Snare 1 Cryptic Command. I don't like the 3rd Dispel because if I'm waiting till turn 5+ to combo, I will likely have multiple counters at the ready anyway. And Spell Snare hits many other relevant targets, where Dispel is really ONLY used for combo protection or against burn. I did a straight swap of -1 Cryptic for +1 Snare because we have a lot of early pressure decks locally and Snare is just WAY better than Cryptic in the early game.
As you can see, mainboard there isn't many flex spots available to what is considered the stock list. Also, the Ghost Quarter in my manabase will become the new UR man land as soon as i get my hands on it. That thing will be great since man lands are always somewhat good since they are mana sinks, late game creatures that do not get countered and avoid sorcery speed removal spells.
It puts decent power into play immediately as you play it, you can shoot creatures/players with the thopters (making it a pretty strong clock, considering the thopters having flying), and you can slap splinter twin on it for more value.
Its a pretty strong card against a good number of decks, and it probably better than a second keranos.
From what I've seems (I don't run it), is that it puts 4 power spread across three bodies. This helps weaken removal (why tokens laughs at card for card removal). In black builds it can be recurred with Kolaghans Command or have a splinter twin on it as mentioned. It's like Huntmaster in that for 4 mana, your threats are spread rather than in one creature. Also flying thopters is a big deal.
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EDH:ShatterStax, Only The Strong Survive
Teferi, Mage of Zhalfir Mono-U Control
Ob Nixilis of the Black Oath
Sen Triplets
Mizzix of the Izmagnus
Derevi Stax
VolThrun
Marchesa, The Black Rose
Olivia Voldaren, Vampire Tribal
Because Jace doesn't work well with Counterspells and needs to be played proactively on your turn. Twin wants to play as much as possible at instant speed on the other player's turn.
Actually its really good. Not sure about it in Twin b/c I'd rather have the 1CMC spells to protect combo, and we run 4 Snaps. I ran 2 of it when playing Esper draw go and it was basically a Counterspell every time. Its a very underrated card.
Dude, I could really see that as a 1 or 2 of in the deck. It's the only not garbage man-land they've printed in this set
Since it's 0 mana to switch it's power and toughness, couldn't you always switch it's power and toughness if they try to bolt it? Kinda impressive, can't be Decay'd
I don't think UR Twin struggles to acquire land in normal games though, not with all the card draws spells
On my tombstone, please write "Now his body fuels the Treasure Cruise"
Or you could Kommand him back...
Check out my Youtube Page for online Magic Content!
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Modern:
BURGrixis DelverRUB
URUR DelverRU
URBlue MoonRU
RIPURUR TwinRURIP
Legacy:
URBGrixis DelverBRU
RUBGrixis PyromancerRUB
Commander:
URMelek, Izzet ParagonRU
URBJeleva, Nephalia's ScourgeRUB
Edit: nope I'm still dumb this doesn't work. Ignore.
I play Twin on the side, and it may perhaps be the best deck in Modern, but I feel so mediocre of a player with it. Sometimes I feel like I don't see enough removal spells with all those cantrips. Like, I'll have a game under control but with no real threat on the board and just durdle, so I can't tempo them out and peck at them, and since I'm durdling so much sometimes it feels like I need to win by combo since I wasted so much time with no one to peck away at their life total.
Sometimes I wonder early in a game if I should just bolt-snap-bolt to start a clock or if I'm going to heavily regret having no piece of removal left in my hand a turn or two later when they play a threat
Because Terminate is better than Roast in pretty much every measurable way. K Command is just the icing on the cake.
UR ....... WUBR ........... WB ............. RGW ........ UBR ....... WUB .... BGU
Spells / Blink & Combo / Token Grind / Dino Tribal / Draw Cards / Zombies / Reanimate
I think I want to play 2 engineered excplosives as well, however I never know what to bring that card in against as it always seems really slow and inneficient.
We will rebuild.
I don't think this man-land should be in the deck as more than a one of if at all. It is bad. 4 mana to activate for a 1/4 creature that does not have evasion. Switching to a 4/1 means it gets chumped by almost everything. I would rather play Faerie Conclave at least conclave has flying. Speaking of Faerie Conclave there are reason why Twin does not play this card and those reasons are applicable to wandering fumarole also. 1: comes into play tapped - tempo decks do not like have lands come into play tapped in the first 3 or 4 land drops. 2: high activation cost - tempo decks don't like paying high activation costs for cards that have very minimal immediate impact and very low to no incremental impact. 3: non-basic land means that it is turned off by Bloodmoon which is a card that is also going to come in during most of the very grindy matchups that the intended use of this card seems to justify its inclusion.
So in conclusion Twin's current and most optimal permutation is a tempo deck. A lot of the match ups that it will look to win by very narrow margins will be because of tight play, the decks ability to tempo well and playing to the decks strengths. This land does not help any of these requirements. It is not powerful enough to mitigate large play mistakes or large number of small play mistakes. It does not tempo at all in the first 5 or 6 turns. And it does not improve the decks quality because it does not compliment what the deck is trying to do in most usual circumstances which are either combo or tempo beat down/burn.
I stand to be corrected and maybe the up coming GP and PT season will prove me completely wrong but this card is not good for twin.
I see that you are playing grudge which means that you have access to 3 colors. This means that EE hits a significant amount of stuff that can wreck your day. Having EE in your opening hand is not optimal but as the game progresses especially after turn 4 when you should be able to play for 2 then activate its potential shines. In short I would bring in EE for the these match ups which should give you an indication of what you are looking to use it for during other similar mathcups: Boogles (enchantments and creatures), Faeries (Tokens, Bitterblossom, Ashiok), Affinity (Cranial plating, Etched Champion), Grixis Control (Ashiok, Bitterblossom), Fish (Aether Vial, Lots of their creatures), Hatebears / White Weenie / Death and Taxes (Aether Vial, Lots of their little creatures).
Not all of the cards that I listed are standard for the deck archtype that I paired them with but I have seen them in Magic online results so it is more of a food for thought consideration when deciding what your sideboard plan is. Recently I played a magic online league with Twin and 4 out of 5 matches that I played I wished I had put EE into my sideboard. It hits so manythings that are incrementally advantageous against twin once they hit the board.
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.
and do none of you understand how to play this deck? we are not trying to yolo combo it so hard
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.
URW Control
WBG Abzan
GRW Burn
EDH
GR Rosheen Meanderer
They are good in many matches but like MrM0nd4y said no more than 2. I play 2 in the side all the time. No consideration at all of replacing them. Depending on what I expect the tourny meta to be I will main board them in the flex spots to free up space in your side and change the match percentages a bit.
UR ....... WUBR ........... WB ............. RGW ........ UBR ....... WUB .... BGU
Spells / Blink & Combo / Token Grind / Dino Tribal / Draw Cards / Zombies / Reanimate
4 Deceiver Exarch
1 Grim Lavamancer
2 Pestermite
4 Snapcaster Mage
1 Vendilion Clique
Enchantment 4
4 Splinter Twin
Instant 16
2 Cryptic Command
2 Dispel
2 Electrolyze
4 Lightning Bolt
4 Remand
2 Spell Snare
2 Desolate Lighthouse
1 Ghost Quarter
4 Island
4 Misty Rainforest
1 Mountain
4 Scalding Tarn
3 Steam Vents
1 Stomping Ground
3 Sulfur Falls
Sorcery 5
1 Roast
4 Serum Visions
1 Engineered Explosives
1 Keranos, God of Storms
2 Pia and Kiran Nalaar
1 Spellskite
1 Teferi, Mage of Zhalfir
2 Blood Moon
2 Ancient Grudge
1 Negate
1 Jace, Architect of Thought
2 Anger of the Gods
1 Roast
What i consider to be the "locked" spots are
2 Pestermite
4 Snapcaster Mage
1 Vendilion Clique
4 Splinter Twin
1 Cryptic Command
1 Dispel
2 Electrolyze
4 Lightning Bolt
4 Remand
1 Spell Snare
2 Desolate Lighthouse
4 Island
4 Misty Rainforest
1 Mountain
4 Scalding Tarn
3 Steam Vents
1 Stomping Ground
3 Sulfur Falls
4 Serum Visions
So, in my version, the flex spots are:
1 Cryptic Command
1 Dispel
1 Spell Snare
1 Ghost Quarter
1 Roast
As you can see, mainboard there isn't many flex spots available to what is considered the stock list. Also, the Ghost Quarter in my manabase will become the new UR man land as soon as i get my hands on it. That thing will be great since man lands are always somewhat good since they are mana sinks, late game creatures that do not get countered and avoid sorcery speed removal spells.
On my tombstone, please write "Now his body fuels the Treasure Cruise"
Or you could Kommand him back...
Check out my Youtube Page for online Magic Content!
https://www.youtube.com/channel/UCcq-a5rTSNclFCS2o4_lVFw
Modern:
BURGrixis DelverRUB
URUR DelverRU
URBlue MoonRU
RIPURUR TwinRURIP
Legacy:
URBGrixis DelverBRU
RUBGrixis PyromancerRUB
Commander:
URMelek, Izzet ParagonRU
URBJeleva, Nephalia's ScourgeRUB
Its a pretty strong card against a good number of decks, and it probably better than a second keranos.
Teferi, Mage of Zhalfir Mono-U Control
Ob Nixilis of the Black Oath
Sen Triplets
Mizzix of the Izmagnus
Derevi Stax
VolThrun
Marchesa, The Black Rose
Olivia Voldaren, Vampire Tribal
Modern: Fish, JUND/Junk
--------
RIP Twin
UR ....... WUBR ........... WB ............. RGW ........ UBR ....... WUB .... BGU
Spells / Blink & Combo / Token Grind / Dino Tribal / Draw Cards / Zombies / Reanimate