I recommend always playing every moment as though you have the combo in hand. I've actually had games where I only realized I didn't have a Twin in hand after I'd already won without it. If the mystery card in your hand is always a twin, the entire game has to be shaped around it for your opponent - or the potential that you can topdeck it.
The moment your opponent stops believing you have it, you can just kill them if they got greedy.
Hi, can you further elaborate on what you mean by playing every moment as if you have the combo in hand? And greedy means tapped out? Thanks for your advice by the way. .appreciate kt alot.
I recommend always playing every moment as though you have the combo in hand. I've actually had games where I only realized I didn't have a Twin in hand after I'd already won without it. If the mystery card in your hand is always a twin, the entire game has to be shaped around it for your opponent - or the potential that you can topdeck it.
The moment your opponent stops believing you have it, you can just kill them if they got greedy.
Hi, can you further elaborate on what you mean by playing every moment as if you have the combo in hand? And greedy means tapped out? Thanks for your advice by the way. .appreciate kt alot.
So the splinter twin combo wins the game immediately. It can also happen very quickly, you cast either pestermite or deceiver exarch at the end of their turn (because it has flash) and then you untap and cast splinter twin on them to win.
Most people who play modern are familiar with this so they try to hold back a way to deal with the combo like a counterspell or a kill spell. Most splinter twin decks today use this as an advantage to slowly win the game with creatures. If an opponent is scared to tap out because they might instantly lose the game, then you are free to do more things.
You're playing a mind game with your opponent and its difficult for them to call the bluff because if they're wrong then you just win immediately.
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Currently Playing:
Modern: UWUW TronUW
Legacy: WDeath N TaxesW CEldrazi C
If you couldn't tell I hate greedy blue decks.
By aggressively casting exarchs and pestermites, or holding up 3 mana when you have many cards in hand, your opponent will always be afraid to tap out as long as they are vulnerable to the combo. This will mean you end up using your mana more efficiently and they end up using their kill spells inefficiently. The deck plays a fair number of instants and flash creatures, meaning you can still often cast what you want at their end step, even if you were merely bluffing the combo.
An example of this would be an opponent has left only one red source open on their turn, then you cast Pestermite tapping their red source. They are very likely to want to use a Lightning Bolt immediately on it. If you then have a threat like a Scavenging Ooze, it has one less bolt to worry about. If your opponent chose to do nothing, you are instead free to win with the combo if you have it. Similarly, you could cast the Pestermite on their upkeep, which would make them afraid to cast any spell without killing the Pestermite or leaving removal open. These lines of play can allow you to gain incremental advantages that let you to win without having to play the combo at all.
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Quote from Cyan »
...the lack of power of Divining Top is similarly obvious.
I'd say that, no matter which variant you play, don't combo off unless you have protection, they don't play instant-speed removal, they're tapped out, they're Hellbent, or you will die next turn (oh, and they have no hate permanents such as Linvala). Getting 2-for-1'd by removal is nasty.
On another, related note, don't be afraid to board out Splinter Twin in grindy, removal-clogged match-ups like UWR and Jund. Your opponent will still play like a coward who cannot afford to let you combo off, but games where you end with 2 or more Twins in hand don't tend to end well.
If you have spare Twins, you can put one on Tiago or V. Clique (or Wall of Omens, or Restoration Angel, or...) and try to either lure removal or grind out CA.
(I tried a few games of Tarmo Twin vs. All-In Twin. Tarmo Twin is the control, especially after it sticks a fatty and just need to swing with it long enough to win. Tarmo Twin is the side that can afford to board out Twins.)
Hi guys, thank you all for your answer. The answers are very helpful and i appreciate that alot. Just to ask some questions.
Consistency and reliability of All in Twin vs the flexibility and more options for burns and beatdown plan of Tempo twin. Which 1 will you guys generally tend to lean towards and what are the factors that will actually decide which varient of Twin is more suitable as well? Thank you.
Anyone ever stuck a splinter twin on a fulminator Mage for fun? Seems a bit cute and not easily done safely, but oh the value if it were to safely stick for a few turns!
Have anyone try Shadow of doubt on either U/R twin or UWR twin? does anyone think that it is a useful card for Twin decks in general?
I used to use it as a two of main deck, but half the time it was just a glorified draw 1. I replaced it for gitaxian probes and find those much better, since I can see their hand and play around cards.
Simic charm wasn't doing enough in testing, snare took my 'one of' slot. I was a proponent of 21 lands which I believe to be the optimal number preboard, but post board I feel like 22 is better. Having (in general) better game 1s I ran with this idea.
Apart from that, any thoughts? Anything I could cut in the board for the negate I want there?
Simic charm wasn't doing enough in testing, snare took my 'one of' slot. I was a proponent of 21 lands which I believe to be the optimal number preboard, but post board I feel like 22 is better. Having (in general) better game 1s I ran with this idea.
Apart from that, any thoughts? Anything I could cut in the board for the negate I want there?
I would consider Raging Ravine or Treetop Village. I play the UWR version and I was never sold on the manland plan until I sleeved up 3 Celestial Colonnades and, while Colonnade is really strong, I would definitely consider having a manland or two or three in your 60. It's won me games.
Simic charm wasn't doing enough in testing, snare took my 'one of' slot. I was a proponent of 21 lands which I believe to be the optimal number preboard, but post board I feel like 22 is better. Having (in general) better game 1s I ran with this idea.
Apart from that, any thoughts? Anything I could cut in the board for the negate I want there?
If you are on the 22 land configuration, play Desolate Lighthouse, it's very worth it and my prefered version of the deck now.
A 1/1 Clique/Ooze split is good if you have a combo heavy meta
Burst lightning is a very nice alternative instead if Slash if you have a lot of control decks around. Magma jet is another spell I tried for some time because it really helps smoothing your draws and finding your combo pieces. Ultimately though it can be a bit clunky.
I also like a 1-of Izzet Charm to discard excess Twins, find them, burn creatures, counter that Liliana... It's almost always good,
Finally, I strongly recommend 2x Counterflux in the SB, it's an absolutely GREAT card which makes some unfavorable matchups like Ad Nauseam or Scapeshift very favorable, and is also great against control.
I've tested many more things (god how long I've been playing this deck? xD) but these are my conclusions.
I have to wonder the reason for switching back to U/R. I suppose without Zoo in the metagame, Grim Lavamancer becomes much stronger. I still don't get it.
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Quote from Cyan »
...the lack of power of Divining Top is similarly obvious.
So can I assume Danteh is favouring UR Tempo now over Tarmo Twin? So was Tarmo Twin just built to answer the influx of zoo decks expected at GP Richmond? I'm Preparing for GP Minni and I'm torn between UR Tempo and Tarmo. Ive played both decks a lot over that past year but really want to make the best choice for a large tournament with a spread out Meta. So what is the consensus with most current twin players? Is Tarmo twin only good in an environment filled with aggro, and if so does that mean that UR Tempo is the better choice?
So can I assume Danteh is favouring UR Tempo now over Tarmo Twin? So was Tarmo Twin just built to answer the influx of zoo decks expected at GP Richmond? I'm Preparing for GP Minni and I'm torn between UR Tempo and Tarmo. Ive played both decks a lot over that past year but really want to make the best choice for a large tournament with a spread out Meta. So what is the consensus with most current twin players? Is Tarmo twin only good in an environment filled with aggro, and if so does that mean that UR Tempo is the better choice?
Tarmo Twin and Tempo Twin play differently.
I would recommend you take whichever one you are most comfortable playing instead of worrying about what a pro is playing. At a large event where you cannot really predict the meta in a format as open as modern, you should play whatever you are most comfortable with.
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Currently Playing:
Modern: UWUW TronUW
Legacy: WDeath N TaxesW CEldrazi C
If you couldn't tell I hate greedy blue decks.
Vintage WWhite Trash
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Hi, can you further elaborate on what you mean by playing every moment as if you have the combo in hand? And greedy means tapped out? Thanks for your advice by the way. .appreciate kt alot.
So the splinter twin combo wins the game immediately. It can also happen very quickly, you cast either pestermite or deceiver exarch at the end of their turn (because it has flash) and then you untap and cast splinter twin on them to win.
Most people who play modern are familiar with this so they try to hold back a way to deal with the combo like a counterspell or a kill spell. Most splinter twin decks today use this as an advantage to slowly win the game with creatures. If an opponent is scared to tap out because they might instantly lose the game, then you are free to do more things.
You're playing a mind game with your opponent and its difficult for them to call the bluff because if they're wrong then you just win immediately.
Modern:
UWUW TronUW
Legacy:
WDeath N TaxesW
CEldrazi C
If you couldn't tell I hate greedy blue decks.
Vintage
WWhite Trash
An example of this would be an opponent has left only one red source open on their turn, then you cast Pestermite tapping their red source. They are very likely to want to use a Lightning Bolt immediately on it. If you then have a threat like a Scavenging Ooze, it has one less bolt to worry about. If your opponent chose to do nothing, you are instead free to win with the combo if you have it. Similarly, you could cast the Pestermite on their upkeep, which would make them afraid to cast any spell without killing the Pestermite or leaving removal open. These lines of play can allow you to gain incremental advantages that let you to win without having to play the combo at all.
On another, related note, don't be afraid to board out Splinter Twin in grindy, removal-clogged match-ups like UWR and Jund. Your opponent will still play like a coward who cannot afford to let you combo off, but games where you end with 2 or more Twins in hand don't tend to end well.
If you have spare Twins, you can put one on Tiago or V. Clique (or Wall of Omens, or Restoration Angel, or...) and try to either lure removal or grind out CA.
(I tried a few games of Tarmo Twin vs. All-In Twin. Tarmo Twin is the control, especially after it sticks a fatty and just need to swing with it long enough to win. Tarmo Twin is the side that can afford to board out Twins.)
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!
Consistency and reliability of All in Twin vs the flexibility and more options for burns and beatdown plan of Tempo twin. Which 1 will you guys generally tend to lean towards and what are the factors that will actually decide which varient of Twin is more suitable as well? Thank you.
If you wanted to stay in two colors, sticking it on a Venser is pretty good too.
It's your job win every game of Magic where you're not.
I used to use it as a two of main deck, but half the time it was just a glorified draw 1. I replaced it for gitaxian probes and find those much better, since I can see their hand and play around cards.
Grand Arbiter
Omnath
Skittles
4 Scalding Tarn
4 Misty Rainforest
3 Steam Vents
1 Breeding Pool
1 Stomping Ground
3 Island
1 Forest
1 Mountain
2 Sulfur Falls
2 Hinterland Harbor
4 Tarmogoyf
4 Snapcaster Mage
2 Scavenging Ooze
3 Pestermite
3 Deceiver Exarch
4 Serum Visions
2 Gitaxian Probe
2 Flame Slash
3 Remand
4 Lightning Bolt
2 Cryptic Command
1 Spell Snare
1 Counterflux
1 Sword of Feast and Famine
1 Engineered Explosives
1 Dispel
2 Anger of the Gods
1 Spellskite
1 Thrun, the Last Troll
1 Batterskull
2 Ancient Grudge
1 Combust
1 Threads of Disloyalty
1 Venser, Shaper Savant
1 Nature's Claim
Simic charm wasn't doing enough in testing, snare took my 'one of' slot. I was a proponent of 21 lands which I believe to be the optimal number preboard, but post board I feel like 22 is better. Having (in general) better game 1s I ran with this idea.
Apart from that, any thoughts? Anything I could cut in the board for the negate I want there?
Grand Arbiter
Omnath
Skittles
I would consider Raging Ravine or Treetop Village. I play the UWR version and I was never sold on the manland plan until I sleeved up 3 Celestial Colonnades and, while Colonnade is really strong, I would definitely consider having a manland or two or three in your 60. It's won me games.
If you are on the 22 land configuration, play Desolate Lighthouse, it's very worth it and my prefered version of the deck now.
A 1/1 Clique/Ooze split is good if you have a combo heavy meta
Burst lightning is a very nice alternative instead if Slash if you have a lot of control decks around. Magma jet is another spell I tried for some time because it really helps smoothing your draws and finding your combo pieces. Ultimately though it can be a bit clunky.
I also like a 1-of Izzet Charm to discard excess Twins, find them, burn creatures, counter that Liliana... It's almost always good,
Finally, I strongly recommend 2x Counterflux in the SB, it's an absolutely GREAT card which makes some unfavorable matchups like Ad Nauseam or Scapeshift very favorable, and is also great against control.
I've tested many more things (god how long I've been playing this deck? xD) but these are my conclusions.
4 Scalding Tarn
4 Misty Rainforst
3 Steam Vents
1 Stomping Ground
2 Sulfur Falls
4 Island
1 Mountain
2 Tectonic Edge
1 Desolate Lighthouse
4 Snapcaster Mage
2 Grim Lavamancer
3 Pestermite
3 Deceiver Exarch
1 Kiki-Jiki, Mirror Breaker
4 Splinter Twin
2 Spreading Seas
4 Serum Visions
2 Peek
4 Remand
2 Cryptic Command
4 Lightning Bolt
1 Electrolyze
1 Dismember
1 Flame Slash
Sideboard
1 Negate
2 Batterskull
2 Relic of Progenitus
2 Dispel
2 Ancient Grudge
1 Spreading Seas
1 Spellskite
1 Engineered Explosives
2 Blood Moon
1 Threads of Disloyalty
Thoughts on Spreading Seas? Definitely not a card on my radar for Twin
Tarmo Twin and Tempo Twin play differently.
I would recommend you take whichever one you are most comfortable playing instead of worrying about what a pro is playing. At a large event where you cannot really predict the meta in a format as open as modern, you should play whatever you are most comfortable with.
Modern:
UWUW TronUW
Legacy:
WDeath N TaxesW
CEldrazi C
If you couldn't tell I hate greedy blue decks.
Vintage
WWhite Trash