Rest in Peace is a bad idea in a Snapcaster deck unless something like Dredge becomes super good. Grafdigger's Cage is another card like RIP which specifically hits CoCo, Elves, KikiChord. Both of them will hurt you, whereas Relic doesn't really hurt that much. Relic is probably the most relevant card since it also stops Living End.
Staticaster isn't really all that useful against Company, especially when they drop a Gavony Township, but it's decent against Affinity. Anger of the Gods is fantastic.
So while we're kind of on this topic, I'd like to ask- how are we deciding our finishers? So that everyone's on the page, I'd just like to put this out here as what I've come to understand. Please correct me if you see something you disagree with, or if I'm missing something.
Celestial Colonnade- Classic threat with almost no opportunity cost. Auto 4-of, except in fringe cases.
Vendilion Clique- Can be iffy to refer to as a finisher, but maybe our best card against combo. Disruption plus burn means a surprisingly fast clock.
Ajani Vengeant- Ticking time bomb against control and midrange, Helix and eats an attack against aggro, not stellar anywhere but generally good in an unknown meta.
Pia and Kiran Nalaar- Not exactly a finisher, but can play the role. Lets us stabilize and has good synergy with Restoration Angel. Does everything okay.
Restoration Angel- Again, not exactly a finisher, but presents a clock late while acting as a wall early, and has pleasant synergy with basically every other creature we play. Enables an
instant win combo, if desired. Being able to hold up Cryptic mana and then playing Resto EoT feels good.
Jace, Architect of Thought- Like the other 4-drops, half way between a true threat and a stabilization card. Stalls early and repeatable mini-Fact or Fiction later can provide means to either survive a bum rush or close out a game.
Gideon Jura- Basically every mode crushes aggro if you get to 5 mana. Mediocre against removal-heavy decks, but can close out the game quickly if you have the protection for him.
Keranos, God of Storms- Does next to nothing against aggro, but is THE finisher against midrange and control.
Tamiyo, the Moon Sage- Possibly even better against midrange than Keranos, though slow against aggro and a bit do-nothing against control. If reached, emblem is a near (but not absolute) guarantee of victory.
Goblin Dark-Dwellers- Snapcaster Mage plus an evasive threat, now much better as it can potentially draw us 3 cards on resolution. Yet to see major play, I can see it doing nothing, I can also see it doing nothing.
Batterskull- Good anti-aggro card, and has good resilience to creature removal. Can be a bit slow in some situations, and gets hosed by incidental artifact hate.
Elspeth, Sun's Champion- If we can get to 6 mana reliably, this may be the best finisher we can ask for. Good clock, chump blocks, removal, she does what we need, when we need it. Just a bit slow to come down.
I want to at list try Vision before I rule it out- I can see arguments both for it and against it having merit. I think playing it means you have to commit to two stipulations:
1. You can survive until it is cast- this rules out anything that can't be cast early enough to help you stabilize, and increases the value of lower-drop anti-aggro cards.
2. Casting Vision will draw you a means of actually closing out the game, not simply more durdle fuel. We aren't Esper Draw-Go here- we're not running 26 land and 2 Sphinx's Rev.
I do wish the old style was better- being able to consistently cast a huge Revelation was gratifying, but we don't get to do that anymore. I therefore favor the 4-drops, as they can help me survive until Vision comes off suspend yet are also strong cards to see in the draw-3. It's important to have flexible threats that are fine to see in our opening hand, given the inherent "mulligan" of Vision.
Private Mod Note
():
Rollback Post to RevisionRollBack
Modern WU UWx Control variants RU Affinity
Commander WU Grand Arbiter Augustin IV- By "arbitration" I mean "no" WUB Ertai, the Corrupted- Solar Flare URG Riku of 2^n Reflections
At this point, I'm conceding the fact that control is going to be popular and so Ancestral Vision is a necessary evil to not instantly lose the control mirror. I dislike it in this list, but it looks like I have to suck it up and just deal with the awkwardness of it. My other option would be to go all in on the midrange plan, but that playstyle is far too different from what I'm used to, not to mention I'm missing almost all the aggressive pieces from it. I'll be forking over that $120 when it's available (which will be in at least a few weeks, probably).
I believe that with Ancestral Vision in the deck we focus our game on turn 5. We want to construct the deck in such a way that we have the ability to cruise nicely towards turn 5 in which we are super greedy and just grab 4 cards of the top in stead of one (nobody will notice :P).
Because of this, cards like Mana Leak, Remand and the burn spells become higher in value. I think Vendilion Clique goes down in value just because we are looking to survive and not put a threat on the table.
Turn 4 should be either keeping up mana to bolt/helix + leak/command or snap + bolt/helix/leak/remand or Cryptic. Restoration Angel goes down in value because it doesn't impact the board on turn 4 when we probably have nothing on board to get value out of.
In the new style of play I like to keep my creatures to a minimum, just to invalidate as much removal on the opponent's side as is possible. Then win with Keranos, God of Storms or Ajani Vengeant. I think a threat on 5 mana should be in every deck. Against control, if they want to spend their time to Remand your Ancestral Vision at the start of turn 5 that's fine if you are then safe to put a Keranos, God of Storms or Gideon Jura on the field.
I think Ajani Vengeant and Keranos, God of Storms will be my finishers of choice at this moment. If creature based decks become highly prevalent, Gideon Jura is a good main deck option. If ThopterSword becomes the deck to beat, Jace, Architect of Thought can be a strong 'finisher' against those decks.
At this point, I'm conceding the fact that control is going to be popular and so Ancestral Vision is a necessary evil to not instantly lose the control mirror. I dislike it in this list, but it looks like I have to suck it up and just deal with the awkwardness of it. My other option would be to go all in on the midrange plan, but that playstyle is far too different from what I'm used to, not to mention I'm missing almost all the aggressive pieces from it. I'll be forking over that $120 when it's available (which will be in at least a few weeks, probably).
I just threw the sideboard together, not sure if that is exactly where I'll be with it. I think Jace, AOT is pretty well positioned right now. I am cutting down to 25 lands since AV will probably draw me into a few.
What do you guys think about PW? Right now i'm running 2 Ajani Vengeant, but do you think it's now time to go back to a 1/1 split with Jace AOT with the rise of Thopter foundry's combo?
Jace AOT has always impressed me. Shuts down Souls and Thopters, digs me cards, if he happens to ultimate you basically win. I am on a 1/1 split just like you are suggesting.
What do you guys think about PW? Right now i'm running 2 Ajani Vengeant, but do you think it's now time to go back to a 1/1 split with Jace AOT with the rise of Thopter foundry's combo?
Jace AOT has always impressed me. Shuts down Souls and Thopters, digs me cards, if he happens to ultimate you basically win. I am on a 1/1 split just like you are suggesting.
Except, Jace, Architect of Thought is garbage against the currently banned Eldrazi shenanigans. Before then though (and now that it's gone), I have always played 1 Jace, Architect of Thought and 1 Gideon Jura. Ajani Vengeant has been a little sketchy to me and feels more like sideboard material to me.
Declaration is good extra removal against midrange. I just always use Relic over RIP because Relic doesn't shut off the graveyard forever; you can still Snap spells with Relic down. Drawing a card is nice. Hellkite deals with tokens immediately (Lingering Souls).
Minamo is alright. Sometimes you get good use out of it, but doesn't feel necessary. Just good bonus interactions.
Ended up playing Legacy last night, but I played some Modern against Jund before Legacy tournament started. I used the list I posted above and crushed him 2-0. Ancestral Vision didn't come up much. Game 1 I just killed his stuff and locked him down with Ajani. Game 2 we traded resources for a while until he was top decking and I had a card or two in hand (can't remember what they were). I top decked an Ancestral and suspended it and he scooped to that plus my active Colonnade.
I really like the list. He drew well too, I just had answers for everything and he was constantly concerned about the threat of Ancestral.
Oh and Jace AOT was great. He had a Kalitas out and it took him 5 turns to kill Jace while I just dug for answers. He was great.
Round 1: VS Grishoalbrand = Draw
Round 2: VS Goblins = 2-1 Win
Round 3: VS Affinity = 2-0 Win
Round 4: VS Soul Sister = 2-1 Win
Overall 3-0-1
This is the second straight 3-0-1 finish I have had with this deck, I have made a couple of tweaks to it since the last FNM I went to, new additions to my list are Swerve and Quicken, I think overall I'm on board with quicken, the instant speed verdicts add a new level of flexibility to the deck, swerve wasn't noticeable since the decks I was going against weren't relevant for it, there is usually infect and burn etc in my meta so I'll give it another try next week to see if it shines.
Sideboard got changed right before the start of FNM. I usually adjust it a bit depending on who showed up that night, overall I'm happy with the sideboard I went with.
I have found that playing control really is my jam, as someone who initially played almost exclusively aggro or combo it is a very refreshing change and it almost always feels like if you lose its because of a mistake you made or a decision you could have made differently, as was the case with my draw against goryo's, I totally didn't know it was instant speed so game 1 I got combo'd when I otherwise had the game in the bag, I wasn't mad by the loss because I knew my deck could beat it which I did in game 2 when I locked him out of the game with Leyline + RiP + Counterspell backup.
Also I am now a huge proponent of Mana Tithe as a 1 of, I can safely say that it plays WAY better than people think, it is an incredibly relevant card even when you don't expect it to be, it will be staying in my deck. Counterflux definitely seemed good, there were a lot of times where I was glad to simply have a total hard counter when the game went beyond the mana leak phase, I think of all of the big 3 mana hard counters for this format (Counterflux, Voidslime, Render Silent, etc) Counterflux is probably the best positioned right now, also since there is a storm player in my meta its also relevant for that.
Lastly I'm not overly sold on AV going into this deck, I just don't think it's nearly as good as people claim, and I think the only control deck that would properly use it is probably grixis since it can also flashback AV with goblin dark dwellers which seems relevant. Overall If your worried about control mirrors or control vs midrange matchups there seems to just be a lot of better things you can play like Jace or Elspeth which can grind out wins without much problem. And Esper would never run AV since Esper Charm is literally a better card then AV and you can flash it back with snaps.
Yesterday i had the opportunity to test the deck out at FNM. The new additions were amazing!!
Ancestral vision, despite my concerns about being a bad top deck over performed even in lategame, i've never noticed how fast 4 turns could be!! Of course if you have in your opener it's insane. The other MVP was Archangel Avacyn, she was great (destroyed Liliana twice) and i managed to flip her more often than i thought: 3 of 4 matches.
So i'll proceed with a quick overview of yesterday's FNM
1- Jund 1-0-0: here we go, let's try out the new build with the oldest deck in the format. Game 1 was easy, managed to land a turn 1 AV on the play, he made me discard some stuff, but when AV resolves drawing 4 was too much for him. G2 was very balanced, and here's when Avacyn changed the game, great top deck. He used +1 of lili and in response i flashed her in. In my turn took lili out with a swing. then he managed to top deck another one, -2 and in response i activated colonnade, sac it to flip Avacyn, draw bolt got rid of lili and win the game 2-0
2- UW Thopter 2-0-0: the other new guy in the town. In the first game the R in UWR made the difference, i was able to burn him down to death helped by the fact that he didn't found any piece of the combo. G2 was like the first but suddenly he resolved a Sun Titan and take back the game. G3 was grindy i took him off the combo via Stony Silence, we went to turns and here was keranos that got me the game at 4th one. 2-1
3- Melira Company 3-0-0: not much to say here G1 controlled the match resolving 2 AV. G2 he was able to assemble the combo and G3 Avacyn block a resto, swing for 4, then flip and get me the game. 2-1
4- RG Tron 4-0-0: Here's where i finally realized how much we got from this Banlist. In G1 he assembled something like 2 complete tron, but CC, mana leaks and paths never felt so good in this matchup. Without eye the deck felt very light on threats. G2 the ancestral visions gave me too much margin for him to get back (got me a Stony Silence), Avacyn blanked a pyroclasm with a Snap and a Clique out. Then a swing for 9 got me even this game. 2-0
Overall i'm impressed with Av, and i'm asking if it's worth it to run the 3rd one. Avacyn was great as a 2 of.
Can I see what your deck looks like? I'm looking to try Avacyn as well.
(the most hilarious one was when i played her in response to a Supreme Verdict with another avacyn on the field, sac the copy and trigger the ability on the following turn. It was in the UW Thopter game)
Wouldn't Avacyn not flip because of the non-Angel clause?
Thing in the Ice being both sorcery speed and dying to abrupt decay/terminate is a huge cost seeing as we run a ton of 2 mana counters, and normally blank removal g1. I could see it being good in a build similar to what Jacob wilson was playing where you have access to serum visions and already have targets for opponents removal.
Has anyone tested out goblin dark dwellers out in a build with 4x visions? I'm really skeptical of a 5mana sorcery speed threat in the main deck, and its hard for me to believe its better than a keranos.
Private Mod Note
():
Rollback Post to RevisionRollBack
Playing standard:
RUG:
10-3-4(ID)
Venser UW control:
3-0-1
Thing in the Ice being both sorcery speed and dying to abrupt decay/terminate is a huge cost seeing as we run a ton of 2 mana counters, and normally blank removal g1. I could see it being good in a build similar to what Jacob wilson was playing where you have access to serum visions and already have targets for opponents removal.
Has anyone tested out goblin dark dwellers out in a build with 4x visions? I'm really skeptical of a 5mana sorcery speed threat in the main deck, and its hard for me to believe its better than a keranos.
I have been testing it as a one of, but I'm only playing it as a one-of. When there is an Ancestral Vision in the yard it does things that have made opponents tilt out at times.
Here is the List I am currently running. What's everyone's thoughts on it?
Staticaster isn't really all that useful against Company, especially when they drop a Gavony Township, but it's decent against Affinity. Anger of the Gods is fantastic.
UWR Control
Legacy:
W D&T
Celestial Colonnade- Classic threat with almost no opportunity cost. Auto 4-of, except in fringe cases.
Vendilion Clique- Can be iffy to refer to as a finisher, but maybe our best card against combo. Disruption plus burn means a surprisingly fast clock.
Ajani Vengeant- Ticking time bomb against control and midrange, Helix and eats an attack against aggro, not stellar anywhere but generally good in an unknown meta.
Pia and Kiran Nalaar- Not exactly a finisher, but can play the role. Lets us stabilize and has good synergy with Restoration Angel. Does everything okay.
Restoration Angel- Again, not exactly a finisher, but presents a clock late while acting as a wall early, and has pleasant synergy with basically every other creature we play. Enables an
instant win combo, if desired. Being able to hold up Cryptic mana and then playing Resto EoT feels good.
Jace, Architect of Thought- Like the other 4-drops, half way between a true threat and a stabilization card. Stalls early and repeatable mini-Fact or Fiction later can provide means to either survive a bum rush or close out a game.
Gideon Jura- Basically every mode crushes aggro if you get to 5 mana. Mediocre against removal-heavy decks, but can close out the game quickly if you have the protection for him.
Keranos, God of Storms- Does next to nothing against aggro, but is THE finisher against midrange and control.
Tamiyo, the Moon Sage- Possibly even better against midrange than Keranos, though slow against aggro and a bit do-nothing against control. If reached, emblem is a near (but not absolute) guarantee of victory.
Goblin Dark-Dwellers- Snapcaster Mage plus an evasive threat, now much better as it can potentially draw us 3 cards on resolution. Yet to see major play, I can see it doing nothing, I can also see it doing nothing.
Batterskull- Good anti-aggro card, and has good resilience to creature removal. Can be a bit slow in some situations, and gets hosed by incidental artifact hate.
Elspeth, Sun's Champion- If we can get to 6 mana reliably, this may be the best finisher we can ask for. Good clock, chump blocks, removal, she does what we need, when we need it. Just a bit slow to come down.
I personally am running this list post unban:
1x Cascade Bluffs
4x Celestial Colonnade
1x Desolate Lighthouse
4x Flooded Strand
2x Ghost Quarter
1x Hallowed Fountain
3x Island
1x Mountain
1x Plains
1x Sacred Foundry
4x Scalding Tarn
2x Steam Vents
Instant
2x Cryptic Command
2x Electrolyze
4x Lightning Bolt
3x Lightning Helix
3x Mana Leak
4x Path to Exile
2x Remand
2x Spell Snare
1x Pia and Kiran Nalaar
2x Restoration Angel
4x Snapcaster Mage
Sorcery
4x Ancestral Vision
1x Supreme Verdict
Planeswalker
1x Ajani Vengeant
1x Counterflux
1x Engineered Explosives
1x Izzet Staticaster
1x Keranos, God of Storms
2x Negate
1x Porphyry Nodes
2x Stony Silence
1x Supreme Verdict
2x Timely Reinforcements
1x Vendilion Clique
2x Wear / Tear
I want to at list try Vision before I rule it out- I can see arguments both for it and against it having merit. I think playing it means you have to commit to two stipulations:
1. You can survive until it is cast- this rules out anything that can't be cast early enough to help you stabilize, and increases the value of lower-drop anti-aggro cards.
2. Casting Vision will draw you a means of actually closing out the game, not simply more durdle fuel. We aren't Esper Draw-Go here- we're not running 26 land and 2 Sphinx's Rev.
I do wish the old style was better- being able to consistently cast a huge Revelation was gratifying, but we don't get to do that anymore. I therefore favor the 4-drops, as they can help me survive until Vision comes off suspend yet are also strong cards to see in the draw-3. It's important to have flexible threats that are fine to see in our opening hand, given the inherent "mulligan" of Vision.
WU UWx Control variants
RU Affinity
Commander
WU Grand Arbiter Augustin IV- By "arbitration" I mean "no"
WUB Ertai, the Corrupted- Solar Flare
URG Riku of 2^n Reflections
UWR Control
Legacy:
W D&T
Because of this, cards like Mana Leak, Remand and the burn spells become higher in value. I think Vendilion Clique goes down in value just because we are looking to survive and not put a threat on the table.
Turn 4 should be either keeping up mana to bolt/helix + leak/command or snap + bolt/helix/leak/remand or Cryptic. Restoration Angel goes down in value because it doesn't impact the board on turn 4 when we probably have nothing on board to get value out of.
In the new style of play I like to keep my creatures to a minimum, just to invalidate as much removal on the opponent's side as is possible. Then win with Keranos, God of Storms or Ajani Vengeant. I think a threat on 5 mana should be in every deck. Against control, if they want to spend their time to Remand your Ancestral Vision at the start of turn 5 that's fine if you are then safe to put a Keranos, God of Storms or Gideon Jura on the field.
I think Ajani Vengeant and Keranos, God of Storms will be my finishers of choice at this moment. If creature based decks become highly prevalent, Gideon Jura is a good main deck option. If ThopterSword becomes the deck to beat, Jace, Architect of Thought can be a strong 'finisher' against those decks.
Curious to see your take on a midrange list
UWR Control
Legacy:
W D&T
1x Keranos, God of Storms
1x Ajani Vengeant
1x Jace, Architect of Thought
4x Ancestral Vision
4x Path to Exile
4x Lightning Bolt
3x Lightning Helix
3x Remand
3x Mana Leak
2x Cryptic Command
2x Spell Snare
1x Electrolyze
2x Supreme Verdict
Sideboard
1x Supreme Verdict
1x Anger of the Gods
2x Stony Silence
2x Wear // Tear
1x Electrolyze
2x Engineered Explosives
1x Dispel
2x Timely Reinforcements
1x Aven Mindcensor
1x Crumble to Dust
I just threw the sideboard together, not sure if that is exactly where I'll be with it. I think Jace, AOT is pretty well positioned right now. I am cutting down to 25 lands since AV will probably draw me into a few.
Jace AOT has always impressed me. Shuts down Souls and Thopters, digs me cards, if he happens to ultimate you basically win. I am on a 1/1 split just like you are suggesting.
Except, Jace, Architect of Thought is garbage against the currently banned Eldrazi shenanigans. Before then though (and now that it's gone), I have always played 1 Jace, Architect of Thought and 1 Gideon Jura. Ajani Vengeant has been a little sketchy to me and feels more like sideboard material to me.
4 Flooded Strand
4 Scalding Tarn
2 Steam Vents
1 Hallowed Fountain
1 Sacred Foundry
2 Island
1 Plains
1 Mountain
3 Celestial Colonnade
1 Sulfur Falls
1 Eiganjo Castle
1 Minamo, School at Water's Edge
1 Ghost Quarter
1 Anger of the Gods
1 Celestial Purge
2 Stony Silence
1 Dispel
1 Negate
1 Thundermaw Hellkite
1 Timely Reinforcements
1 Keranos, God of Storms
2 Supreme Verdict
1 Wear//Tear
1 Declaration in Stone
1 Spellskite
1 Relic of Progenitus
UWR Control
Legacy:
W D&T
Minamo is alright. Sometimes you get good use out of it, but doesn't feel necessary. Just good bonus interactions.
1 Avacyn, 2 Cliques.
UWR Control
Legacy:
W D&T
I really like the list. He drew well too, I just had answers for everything and he was constantly concerned about the threat of Ancestral.
Oh and Jace AOT was great. He had a Kalitas out and it took him 5 turns to kill Jace while I just dug for answers. He was great.
2 Arid Mesa
2 Scalding Tarn
2 Celestial Colonnade
2 Wandering Fumarole
2 Hallowed Fountain
1 Steam Vents
1 Sacred Foundry
1 Calciform Pools
1 Ghost Quarter
1 Mystic Gate
1 Glacial Fortress
3 Island
2 Plains
1 Mountain
2 Vendilion Clique
3 Snapcaster Mage
1 Geist of Saint Traft
1 Mana Tithe
1 Dispel
1 Quicken
2 Lightning Bolt
2 Path to Exile
4 Lightning Helix
1 Swerve
3 Think Twice
4 Mana Leak
1 Logic Knot
1 Counterflux
1 Sphinx's Revelation
1 Wrath of God
3 Supreme Verdict
2 Cryptic Command
2 Fracturing Gust
1 Jace, Architect of Thought
1 Elspeth, Sun's Champion
2 Dragon's Claw
4 Leyline of Sanctity
2 Wear // Tear
2 Rest in Peace
Round 1: VS Grishoalbrand = Draw
Round 2: VS Goblins = 2-1 Win
Round 3: VS Affinity = 2-0 Win
Round 4: VS Soul Sister = 2-1 Win
Overall 3-0-1
This is the second straight 3-0-1 finish I have had with this deck, I have made a couple of tweaks to it since the last FNM I went to, new additions to my list are Swerve and Quicken, I think overall I'm on board with quicken, the instant speed verdicts add a new level of flexibility to the deck, swerve wasn't noticeable since the decks I was going against weren't relevant for it, there is usually infect and burn etc in my meta so I'll give it another try next week to see if it shines.
Sideboard got changed right before the start of FNM. I usually adjust it a bit depending on who showed up that night, overall I'm happy with the sideboard I went with.
I have found that playing control really is my jam, as someone who initially played almost exclusively aggro or combo it is a very refreshing change and it almost always feels like if you lose its because of a mistake you made or a decision you could have made differently, as was the case with my draw against goryo's, I totally didn't know it was instant speed so game 1 I got combo'd when I otherwise had the game in the bag, I wasn't mad by the loss because I knew my deck could beat it which I did in game 2 when I locked him out of the game with Leyline + RiP + Counterspell backup.
Also I am now a huge proponent of Mana Tithe as a 1 of, I can safely say that it plays WAY better than people think, it is an incredibly relevant card even when you don't expect it to be, it will be staying in my deck. Counterflux definitely seemed good, there were a lot of times where I was glad to simply have a total hard counter when the game went beyond the mana leak phase, I think of all of the big 3 mana hard counters for this format (Counterflux, Voidslime, Render Silent, etc) Counterflux is probably the best positioned right now, also since there is a storm player in my meta its also relevant for that.
Lastly I'm not overly sold on AV going into this deck, I just don't think it's nearly as good as people claim, and I think the only control deck that would properly use it is probably grixis since it can also flashback AV with goblin dark dwellers which seems relevant. Overall If your worried about control mirrors or control vs midrange matchups there seems to just be a lot of better things you can play like Jace or Elspeth which can grind out wins without much problem. And Esper would never run AV since Esper Charm is literally a better card then AV and you can flash it back with snaps.
Feedback is welcome!
Can I see what your deck looks like? I'm looking to try Avacyn as well.
Visit the Typing Test and try!
Wouldn't Avacyn not flip because of the non-Angel clause?
Visit the Typing Test and try!
Seems like its too hard to make work in these colours.
UWR Control
Legacy:
W D&T
Has anyone tested out goblin dark dwellers out in a build with 4x visions? I'm really skeptical of a 5mana sorcery speed threat in the main deck, and its hard for me to believe its better than a keranos.
RUG:
10-3-4(ID)
Venser UW control:
3-0-1
Here is the List I am currently running. What's everyone's thoughts on it?
2 Arid Mesa
3 Celestial Colonnade
1 Eiganjo Castle
2 Flooded Strand
1 Hallowed Fountain
3 Island
1 Minamo, School at Water's Edge
1 Mountain
1 Plains
1 Sacred Foundry
4 Scalding Tarn
2 Steam Vents
1 Sulfur Falls
2 Tectonic Edge
3 Ancestral Vision
2 Cryptic Command
2 Electrolyze
4 Lightning Bolt
3 Lightning Helix
3 Mana Leak
4 Path to Exile
2 Remand
2 Spell Snare
Creatures (10)
1 Goblin Dark-Dwellers
2 Kiki-Jiki, Mirror Breaker
3 Restoration Angel
4 Snapcaster Mage
2 Crumble to Dust
1 Dispel
1 Engineered Explosives
1 Izzet Staticaster
1 Keranos, God of Storms
1 Negate
1 Relic of Progenitus
2 Stony Silence
2 Supreme Verdict
1 Timely Reinforcements
2 Wear / Tear
StandardArena:U/R Drakes
Modern
URStormUR
UBRDeath's ShadowUBR
UWR Control
Legacy:
W D&T