So I can't play blue because I don't have snapcaster, and I can't play green because I don't have goyfs. Oh well :/
That is not exactly true as you can play UR storm for example which doesn't need snapcasters and is a pretty cheap deck to build. You can try this deck w/o snapcasters if you don't have them but it will definitely never be as good.
But it sounds like you have access to most of this stuff already, and it's just the Snaps and Cryptics that are difficult.
They will have to reprint Snappy at some point, so you can wait or save up a bit of money to get him. He's a great card that's good in Legacy too, so its a good investment.
Never mind cards like cryptic command or vendilion clique, investing in a set of Snapcaster Mage might be the best thing you could possibly do right now in modern if you like playing blue.
Some builds of this archetype make do without those cards but snappy is just way too essential.
Guys please opinions on japanese cards. Lost a 3/3 creature against Japan celestial colonade. This guy played all creatures and spells in english cards, but some cards in his manabase was japanese. I dont registrated this really ( my brain say its all fine and all english to me lets attack his empty board)...and i am sure it is a Kind of legal cheating. It is not ok, but i know legal. I Hate such people. I never forget colonade normally, but with this Tricks it can happen one time in 3 years and such people take advantage of this
If I am a customer spending premium amount of dollars, I expect a premium service. Jund falls into the category of a premium deck costing more dollars than a majority of the rest of the format. I'm not getting the desired performance ratio per dollars spent out of the Jund deck because WOTC decided to make the format more diverse.
Finally making a push to play modern at my local game shop and came up with this list since I dont play on going to GPs. Mana base probably needs the most work.
To give a rundown of everything though as short as possible. There is a sideboard just not listed.
10 removal, 11 if you count izzet charm. The two Roast are there for additional cheap ways to remove Goyfs, Siege Rhinos, Tasigur, and Anglers or just also aid in killing weenies. Downside being sorcery speed and you lose the lifegain Lightning Helix offers. On the fence about it.
9 counter spells, 10 if you count izzet charm. The four mana tithes are in there since force spike isn't legal and a fun surprise counter spell. Obviously meh against certain decks and late game so may take it out for another remand and a few more mana leaks or throw in four Rune Snags.
The rest of the noncreature spells are draw power.
As for the creature section of the deck you have the star of the show, Geist throwing down the angel tokens along with Celestial Colonnades in the mana to provide an additional 4/4 for the turn.
Trying out Dragonlord Ojutai, not sure if it will stay but since his cmc is the same as summoning Colonnade, want to see how much work he will put in. Obvious downside is he is vulnerable to counter spells being a creature and adding a few more 5cmc to the curve. Upside being a 5/4 flyer that helps keep the gas flowing and has psuedo hexproof.
The rest of the creatures are pretty standard, three snapcaster mages to get some value back out of used spells and a few restoration angels to flash some creatures around. Then we have Geist to punch people with a 4/4.
Quite a few people have asked me for the TeamGeist sideboarding guide I've referenced in some of my videos. It's taken me a long time to share it, but I'm glad to be doing it, finally.
I've been playing Elves and Grixis Delver mostly but slowly have been putting this deck together. This is my current list at the moment. So far I've beaten Grixis Delver and R/B Through the Breach deck. I might take a Sulfur Falls out and replace with Minamo, School at Water's Edge because its works quite nicely with Dragonlord Ojutai.
Any input or recommendations are welcomed!
Ive recently picked up Geist after playing other U aggro/controlly decks like Merfolk and Delver and like it a lot - although I think Merfolk is the best of the three for me personally (due to much more familiarity with the deck over the others no doubt).
Ive picked up the grate nate version which I think is pretty strong - although Ive been testing Kitchen Finks dropping Thudermaw and reducing Clique numbers and making the mana base a bit more white. One big problem with Geist is that when I look over my notes I see - lost due to mana screw really often. I try to mulligan two landers but often I end up in a worse position - how many of you Geist players die after being stuck on two mana - missing land drops etc. It appears to be a really big problem with this deck - let me know if im doing something wrong here?
Im very keen to try some sort of instant speed library manipulation like Anticipate or Telling Time - is this a reasonable idea?
I think we could probably run 2x Anticipate easily. The control versions of this deck have had a few instances of the card being run as a 2-4-of. I think it's much better than Telling Time.
We can likely cut a land for 2-3 of them. The trouble is that the midrange version of the deck is a lot more intensive on getting early game going, so casting it becomes awkward. However, the fact that its a cheap mini dig through time I think makes it valuable late as well.
Ive recently picked up Geist after playing other U aggro/controlly decks like Merfolk and Delver and like it a lot - although I think Merfolk is the best of the three for me personally (due to much more familiarity with the deck over the others no doubt).
Ive picked up the grate nate version which I think is pretty strong - although Ive been testing Kitchen Finks dropping Thudermaw and reducing Clique numbers and making the mana base a bit more white. One big problem with Geist is that when I look over my notes I see - lost due to mana screw really often. I try to mulligan two landers but often I end up in a worse position - how many of you Geist players die after being stuck on two mana - missing land drops etc. It appears to be a really big problem with this deck - let me know if im doing something wrong here?
Im very keen to try some sort of instant speed library manipulation like Anticipate or Telling Time - is this a reasonable idea?
I lose basically every game where I'm stuck on 2 lands for the entire game. Those have been exceedingly rare--I'm stuck on 3-4 lands more often.
The latest stuff I put in my flex slots are Anticipate (Man, Dig Through Time was great while it lasted...). They've been fairly good, and they're nice to Flashback with Tiago. I recently cut them to 2-ofs instead of 3-ofs to try out 1 Secure the Wastes (which has been surprisingly good against BGx Midrange--it helps wins games even before Tiago has an opportunity to Flashback it--its colours are sooooo much easier than White Sun's Zenith's, and I've cast it for X = 2 in a pinch--I typically aim to cast it for X = 4+, but stuff happens).
I think we could probably run 2x Anticipate easily. The control versions of this deck have had a few instances of the card being run as a 2-4-of. I think it's much better than Telling Time.
We can likely cut a land for 2-3 of them. The trouble is that the midrange version of the deck is a lot more intensive on getting early game going, so casting it becomes awkward. However, the fact that its a cheap mini dig through time I think makes it valuable late as well.
I'm a fan of Anticipate, but the only lands I can recommend for cutting are lands that tap for 1 or fewer colours. When I tested a 24-land Geist of Saint Win version, cutting Sulfur Falls was pretty detrimental.
Yeah. I wouldn't go below 24 because we still want to get into the higher mana counts.
I was thinking along the lines of:
24x Land + 3-4x Anticipate
or
25x Land + 2x Anticipate
Either way, likely going to need to cut 1 or 2 spells to make it fit. Going down to 3-of on Helixes or Paths doesn't sound that bad though given the filtering should help us hit what we need.
I'd rather play Serum Visions than Anticipate for card selection honestly. Costs one less, so you can set up the game turn one. 2 mana for just card selection, that's too much. The midrange delverless RUG-lists play Serum Visions, and I don't see a good reason UWR midrange can't. And some have had success with Serum Visions in UWR Midrange, like these lists: http://www.mtgtop8.com/event?e=9273&d=253296&f=MO http://www.mtgtop8.com/event?e=6581&d=237808&f=MO
It's a sorcery. So it limits how we interact in the early game.
On the other hand, with Serum Visions, as it costs one less, we will more often be able to play the spell AND have enough mana to play an interactive spell that same turn. With UWR Midrange we're often in the situation that we don't have the right spell in hand for the situation we're in, and so Anticipate will water down our hand even more and we will have to spend the whole turn digging for an answer instead of interacting with the opponents spells.
I've been playing Elves and Grixis Delver mostly but slowly have been putting this deck together. This is my current list at the moment. So far I've beaten Grixis Delver and R/B Through the Breach deck. I might take a Sulfur Falls out and replace with Minamo, School at Water's Edge because its works quite nicely with Dragonlord Ojutai.
Any input or recommendations are welcomed!
How does Minamo, School at Water's Edge and dragonlord ojutai works? I mean when you attack with ojutai and tap it, if opponent played something to destroy it and you activate minamo, does the attack still goes through?
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I've been playing Elves and Grixis Delver mostly but slowly have been putting this deck together. This is my current list at the moment. So far I've beaten Grixis Delver and R/B Through the Breach deck. I might take a Sulfur Falls out and replace with Minamo, School at Water's Edge because its works quite nicely with Dragonlord Ojutai.
Any input or recommendations are welcomed!
How does Minamo, School at Water's Edge and dragonlord ojutai works? I mean when you attack with ojutai and tap it, if opponent played something to destroy it and you activate minamo, does the attack still goes through?
Of course. Untapping a creature doesn't remove it from combat.
So I'm thinking about trying out Monastery Mentor instead of Geist of Saint Traft. I may have to mess with the spells a little. I love Geist but right now, in this meta, he's hard to get through. The Mentor allows me to go wide and hit hard. Any thoughts on this?
I'm not saying it has no place in the deck, but I like anticipate more in decks with a good number of high impact one or two of's. You can make a case that we have a couple like Thundermaw, or Batterskull, but I am thinking more along the lines of finding sweepers, or Sphinx's Rev as an example. This version of UWR Midrange has eschewed selection in favor of redundancy. Think about it, if you Anticipate and see burn spell, burn spell, burn spell, it was effectively a can trip and you got zero value from the selection factor. Now that's not likely to happen of course, I am just illustrating a point that the deck tries to be redundant enough to not need the selection. Twin decks on the other hand value the selection because they can assemble a combo that suddenly wins the game.
So I'm thinking about trying out Monastery Mentor instead of Geist of Saint Traft. I may have to mess with the spells a little. I love Geist but right now, in this meta, he's hard to get through. The Mentor allows me to go wide and hit hard. Any thoughts on this?
Without having have played it, I like him better in an Esper list as the discard facilitates protecting him by getting rid of removal. UWR Midrange can be configured to protect him, but one of the benefits of Geist is that we don't have to protect him, and we can focus on proactive spells.
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UB Faeries (15-6-0)
UWR Control (10-5-1)/Kiki Control/Midrange/Harbinger
UBR Cruel Control (6-4-0)/Grixis Control/Delver/Blue Jund
UWB Control/Mentor
UW Miracles/Control (currently active, 14-2-0)
BW Eldrazi & Taxes
RW Burn (9-1-0)
I do (academic) research on video games and archaeology! You can check out my open access book here: https://www.sidestone.com/books/the-interactive-past
This deck doesn't play cryptic much at the moment, so all good there.
You can play blue decks without Snapcaster. It's a huge card to lose though.
You could try slotting in Young Pyromancer as a more aggressive build.
If you are getting into modern and really like UWR, then assemble the basics and build from there.
4 Geist of Saint Traft
2 Restoration Angel
4 Lightning Bolt
4 Lightning Helix
4 Path to Exile
3 Remand
2 Electrolyze
4 Serum Visions
3 Mana Leak
2 Spell Snare
24 Land
Serum Visions can be Gitaxian Probe or Anticipate. Spell snares can be Spell Pierce. You could also cut 2 Angels, a Land, and a Helix and consider putting in 4 Delver of Secrets to go even more aggressive.
But it sounds like you have access to most of this stuff already, and it's just the Snaps and Cryptics that are difficult.
They will have to reprint Snappy at some point, so you can wait or save up a bit of money to get him. He's a great card that's good in Legacy too, so its a good investment.
Modern: R Skred -- WBG Melira Co -- URW Nahiri Control
Legacy: R Mono Red Burn -- UWB Stoneblade
Commander: R Krenko, Mob Boss -- WUBRG Scion of the Ur-Dragon -- WUBRG Maze’s End
Other: R No Rares Red (Standard) -- URC Izzet Tron (Pauper)
You can play Patrick Chapin's Esper Delve, it plays blue without Snapcasters(and you don't need Liliana).
UWRUWR Delver/Lynx TempoUWR-------UWRUWR Midrange GeistUWR-------UWRUWR Nahiri ControlUWR-------UWRUWR SaheeliUWR
BGRJund / Jund ShadowBGR-------BGWAbzan / Abzan ShadowBGW
Commander (Leviathan/MTGO): UWGeist of Saint TraftUW
Some builds of this archetype make do without those cards but snappy is just way too essential.
To give a rundown of everything though as short as possible. There is a sideboard just not listed.
10 removal, 11 if you count izzet charm. The two Roast are there for additional cheap ways to remove Goyfs, Siege Rhinos, Tasigur, and Anglers or just also aid in killing weenies. Downside being sorcery speed and you lose the lifegain Lightning Helix offers. On the fence about it.
9 counter spells, 10 if you count izzet charm. The four mana tithes are in there since force spike isn't legal and a fun surprise counter spell. Obviously meh against certain decks and late game so may take it out for another remand and a few more mana leaks or throw in four Rune Snags.
The rest of the noncreature spells are draw power.
As for the creature section of the deck you have the star of the show, Geist throwing down the angel tokens along with Celestial Colonnades in the mana to provide an additional 4/4 for the turn.
Trying out Dragonlord Ojutai, not sure if it will stay but since his cmc is the same as summoning Colonnade, want to see how much work he will put in. Obvious downside is he is vulnerable to counter spells being a creature and adding a few more 5cmc to the curve. Upside being a 5/4 flyer that helps keep the gas flowing and has psuedo hexproof.
The rest of the creatures are pretty standard, three snapcaster mages to get some value back out of used spells and a few restoration angels to flash some creatures around. Then we have Geist to punch people with a 4/4.
https://youtu.be/ojME6VheXsE
Any input or recommendations are welcomed!
4 Geist of Saint Traft
4 Snapcaster Mage
3 Restoration Angel
2 Vendilion Clique
1 Thundermaw Hellkite
1 Dragonlord Ojutai
Other Spells (20)
4 Lightning Bolt
4 Lightning Helix
4 Path to Exile
4 Remand
2 Electrolyze
1 Forked Bolt
1 Batterskull
4 Celestial Colonnade
4 Flooded Strand
3 Arid Mesa
2 Ghost Quarter
2 Island
2 Steam Vents
1 Eiganjo Castle
1 Glacial Fortress
1 Hallowed Fountain
1 Mountain
1 Plains
1 Sacred Foundry
2 Sulfur Falls
2 Counterflux
2 Engineered Explosives
2 Kor Firewalker
2 Sower of Temptation
2 Valorous Stance
2 Wear//Tear
1 Celestial Purge
1 Negate
1 Spellskite
Ive picked up the grate nate version which I think is pretty strong - although Ive been testing Kitchen Finks dropping Thudermaw and reducing Clique numbers and making the mana base a bit more white. One big problem with Geist is that when I look over my notes I see - lost due to mana screw really often. I try to mulligan two landers but often I end up in a worse position - how many of you Geist players die after being stuck on two mana - missing land drops etc. It appears to be a really big problem with this deck - let me know if im doing something wrong here?
Im very keen to try some sort of instant speed library manipulation like Anticipate or Telling Time - is this a reasonable idea?
Bant Eldrazi
UW Control
U Merfolk
Legacy
Merfolk
UR Delver
I think we could probably run 2x Anticipate easily. The control versions of this deck have had a few instances of the card being run as a 2-4-of. I think it's much better than Telling Time.
We can likely cut a land for 2-3 of them. The trouble is that the midrange version of the deck is a lot more intensive on getting early game going, so casting it becomes awkward. However, the fact that its a cheap mini dig through time I think makes it valuable late as well.
Modern: R Skred -- WBG Melira Co -- URW Nahiri Control
Legacy: R Mono Red Burn -- UWB Stoneblade
Commander: R Krenko, Mob Boss -- WUBRG Scion of the Ur-Dragon -- WUBRG Maze’s End
Other: R No Rares Red (Standard) -- URC Izzet Tron (Pauper)
I lose basically every game where I'm stuck on 2 lands for the entire game. Those have been exceedingly rare--I'm stuck on 3-4 lands more often.
The latest stuff I put in my flex slots are Anticipate (Man, Dig Through Time was great while it lasted...). They've been fairly good, and they're nice to Flashback with Tiago. I recently cut them to 2-ofs instead of 3-ofs to try out 1 Secure the Wastes (which has been surprisingly good against BGx Midrange--it helps wins games even before Tiago has an opportunity to Flashback it--its colours are sooooo much easier than White Sun's Zenith's, and I've cast it for X = 2 in a pinch--I typically aim to cast it for X = 4+, but stuff happens).
I'm a fan of Anticipate, but the only lands I can recommend for cutting are lands that tap for 1 or fewer colours. When I tested a 24-land Geist of Saint Win version, cutting Sulfur Falls was pretty detrimental.
I was thinking along the lines of:
24x Land + 3-4x Anticipate
or
25x Land + 2x Anticipate
Either way, likely going to need to cut 1 or 2 spells to make it fit. Going down to 3-of on Helixes or Paths doesn't sound that bad though given the filtering should help us hit what we need.
Modern: R Skred -- WBG Melira Co -- URW Nahiri Control
Legacy: R Mono Red Burn -- UWB Stoneblade
Commander: R Krenko, Mob Boss -- WUBRG Scion of the Ur-Dragon -- WUBRG Maze’s End
Other: R No Rares Red (Standard) -- URC Izzet Tron (Pauper)
http://www.mtgtop8.com/event?e=9273&d=253296&f=MO
http://www.mtgtop8.com/event?e=6581&d=237808&f=MO
UWRUWR Delver/Lynx TempoUWR-------UWRUWR Midrange GeistUWR-------UWRUWR Nahiri ControlUWR-------UWRUWR SaheeliUWR
BGRJund / Jund ShadowBGR-------BGWAbzan / Abzan ShadowBGW
Commander (Leviathan/MTGO): UWGeist of Saint TraftUW
I personally think instant speed is worth the extra 1.
Modern: R Skred -- WBG Melira Co -- URW Nahiri Control
Legacy: R Mono Red Burn -- UWB Stoneblade
Commander: R Krenko, Mob Boss -- WUBRG Scion of the Ur-Dragon -- WUBRG Maze’s End
Other: R No Rares Red (Standard) -- URC Izzet Tron (Pauper)
On the other hand, with Serum Visions, as it costs one less, we will more often be able to play the spell AND have enough mana to play an interactive spell that same turn. With UWR Midrange we're often in the situation that we don't have the right spell in hand for the situation we're in, and so Anticipate will water down our hand even more and we will have to spend the whole turn digging for an answer instead of interacting with the opponents spells.
UWRUWR Delver/Lynx TempoUWR-------UWRUWR Midrange GeistUWR-------UWRUWR Nahiri ControlUWR-------UWRUWR SaheeliUWR
BGRJund / Jund ShadowBGR-------BGWAbzan / Abzan ShadowBGW
Commander (Leviathan/MTGO): UWGeist of Saint TraftUW
How does Minamo, School at Water's Edge and dragonlord ojutai works? I mean when you attack with ojutai and tap it, if opponent played something to destroy it and you activate minamo, does the attack still goes through?
TappedOut
Would love to have more input to improve!
Of course. Untapping a creature doesn't remove it from combat.
Storm Crow is strictly worse than Seacoast Drake.