I played it a lot, but just switched back to UW the other night. The biggest problems for me were burn and losing to things like having all the emrakuls in your hand and being unable to find a breach for many turns and vice versa. It was really good against other control decks, and against things like humans and tron, blood moon can be an auto win if you're able to deal with their early game threats. Sideboarding can be tricky 2 with both combos in the deck, it's hard to decide if you want both combos in the deck, which makes you have to sideboard out a lot.
Appreciate the response! The appeal of this deck for me was as a control deck with a combo edge. You're echoing some of my thoughts after giving it a short spin and watching a few videos of pros playing it. May not be what I'm looking for.
EDIT: ...in that, it's clunkier/more inconsistent than I enjoy (not that it's not control-combo).
I'm considering giving the Kiki Combo version a try actually... I really do like this deck, but the breach/emrakuls can be a handful of dead cards a lot of times and are quite vulnerable to discard. I never tried Young Pyro in the side, but he seems like he would be good in the same matchups as Anger of the Gods, but I guess you still just bring them both in? I would love to have more of a clear sideboard strategy for this deck. I ended up taking out Remands a lot even though they would often be the card that won game 1 for me, even against Burn/Affinity/Humans etc. I think overall this deck seems better positioned than something like UW right now, but there's inconsistencies and inexperience that gave me some trouble.
edit: @drunknmunkySF The madcap combo was great at times, but I'm not sure if I'd want it to be the game 1 win-con because of how vulnerable it is. I liked it better in game 2-3 because people generally side out spot removal since it can't target emrakul, you can even bank on white decks siding out paths most of the time. On the flipside, depending on your sideboard you can just go wide in games 2/3 I suppose. I really just stuck to the version that's been doing well online, but I would love to experiment more with some different variations. The main problem is my resources are limited at the moment. Also not of this world would be pretty sweet as a 1 or 2 of I'd say if the madcap combo is in your mainboard.
Sorry for double post, but I did go ahead and try the Kiki version from the open/invi last night and I found it to be way better than I expected. I don't really know how to sideboard yet and I am too poor for EE's but hopefully more people will give the deck a shot and can contribute to the discussion. I had a really interesting first match vs burn where I never cast a kiki or a blood moon. Pestermite, untap, spell snare was great and bolt snap bolt got the job done.
Sorry for double post, but I did go ahead and try the Kiki version from the open/invi last night and I found it to be way better than I expected. I don't really know how to sideboard yet and I am too poor for EE's but hopefully more people will give the deck a shot and can contribute to the discussion. I had a really interesting first match vs burn where I never cast a kiki or a blood moon. Pestermite, untap, spell snare was great and bolt snap bolt got the job done.
Sorry for double post, but I did go ahead and try the Kiki version from the open/invi last night and I found it to be way better than I expected. I don't really know how to sideboard yet and I am too poor for EE's but hopefully more people will give the deck a shot and can contribute to the discussion. I had a really interesting first match vs burn where I never cast a kiki or a blood moon. Pestermite, untap, spell snare was great and bolt snap bolt got the job done.
Have a link to the list you used? Twinless Twin sounds more my speed since one half of the combo is still valuable without the other (compared to TTB-Emmy). May not be the thread for it, but Kiki-Resto is another possibility if you tweak the mana base to fit Jeskai.
I've never played with shackles before, but I tried it the other night and it seemed fairly good. I'm still not sure what matchups it would be best against. The deck tech I watched from the guy who was running the deck said it's still good against decks who can deal with it because usually they will need to K command / Decay your creatures before dealing with the shackles.
The other thing I'm finding difficult is when to board out remands and blood moons, if it's ok to shave a few cantrips, and when to board in P & K. Also is it just me or is ratchet bomb close to just as good as EE in a 2 color deck?
I saw a video where a guy was playing The Locust God as his win condition...he was also using fevered visions. While I'm not convinced that those cards are exactly what we want I think the notion of moving away from combo finishes (madcap or breach) is interesting. It effectively gives you 2-3 more slots in the deck and doesn't require you to find 2 cards to win the game. Anyone have any thoughts about going in this direction?
I played a Kiki Moon list last night at a 14 man modern event and the deck felt really good. I'll just give some details about my matches in case anyone is interested in the game-play of this deck.
Round 1 - Mono-Red Moon + Land Destruction: I'm on the play for game 1. I'm pretty sure he thinks I'm on jeskai since I play a flooded strand and scalding tarn early. This information made him comfortable to tap on his turn 4 for a Koth which is immediately punished by EOT deceiver exarch into kiki-jiki, mirror breaker to end the game. The element of surprise is nice, but I don't expect it to last if I continue to play the deck. Game 2 he is ready for my plan with a pithing needle on kiki to stop the combo. He kills some of my lands and I never get enough going to stop his koth from killing me. Game 3 is a bit of a grind, but I get there with some snap+bolt beats and remand delaying his planes-walkers long enough to eat his life total with my 2/1s's.
Round 2 - Grixis Shadow: Game 1 he keeps a hand with a lot of discard, but no threats. He takes some cards, but I eventually just beat down with some pestermite and snaps as he fails to ever deploy a threat. Game 2 he quickly drops to 11 through fetches and wraiths. He attempts to thoughtseize my and I respond with 3 bolts. He goes to 2 life and dies when his spell resolves.
Round 3 - R/G Breach: Game 1 I countered the first through the breach, but he casts a primeval titan that I have no answer for. I kept a hand that did not line up well against him with snaps and bolts being too slow of a clock. Game 2 I have several counterspells in my opener and I keep. My dispels and remands buy me enough time to beat down before he can get anything going. Game 3 we both mull to 6 with him on the play. On his turn 2 he casts a sakura tribe-elder which I counter with spell snare. He misses a land drop next turn and suspends search for tomorrow. He ends up never having enough mana to deploy a threat and my 2/1 beats get there with cryptic command backup. No blood moon in this match-up where it would have been very strong, perhaps I need more than 2 copies!
Round 4 - R/W Burn: We agree to split prize and play for fun. On the play he leads with a goblin guide and my hand has no bolt to answer. The goblin gets in for 6 or so before I can deal with it, which ultimately did too much harm and won him the game. Game 2 I have the bolt for his turn 1 guide, but can't clock him fast enough before being burned out. A searing blaze on my pestermite was crucial to winning him the race by hitting me for 3 and taking out my threat. Going forward I may need a better plan for burn as the match-up felt pretty bad.
Overall the deck feels really good for a first run and I'll continue to work on my list over the next few weeks and see where I end up. I felt like I was short on counterspells in most of my matches so I may look for ways to get a few more into the deck.
Hello, I am pretty new to this deck and a would like some suggestions on my list, also I made this deck out of cards I already have from other decks so thats why the mana base is so weird anyway, this was my first tourney with the list so I thought I would also share my results.
I took this to a tournament yesterday, I got third place with a record of 3-1, losing only to the first place player.
Round 1, vs B-G Tron
Game 1, On the play, I lost, I had him in a lock, but then I ran out of gas and he cast wurmcoil.
Game 2, On the play, I won, same as game 1 except I was able to counter his stuff.
Game 3, On the draw, I won, it was pretty easy, I didn't have bloodmoon but I was able to counter his stuff until he ran out of non-land.
Match record 2-1, Tournament record 1-0
Round 2, vs Grixis (UBR) Delver
Game 1, On the play, I played Shadow of Doubt when he used his first land, which was a fetch, then he got turn three gurmog angler, but I was able to bolt it when he blocked my Young Pyromancer, I won after a very long game of draw go.
Game 2, On the draw, he won after a very long game of draw go, he landed a gurmog on turn 3 when I was tapped out for Spreading Seas. It was very close but I topdecked a lot of lands.
Game 3, On the play, I won pretty quickly when I was able to empty my hand by 1-1ing him then I played a Bedlam Reveler and beat him down.
Match record 2-1, Tournament record 2-0
Round 3, vs Mono Red Burn
Game 1, On the play, he had me at 1 but I was able to counter all the rest of his spells along with Snapcaster Mage beats, I won.
Game 2, On the draw, I lost from a turn four kill, I could have beat him if I didn't play Young Pyromancer on turn four.
Game 3, On the play, I lost again, I could have won if I would have used a negate on one of his burn spells instead of a mana leak because he later played an Eidolon and I couldn't counter it.
Match record 1-2, Tournament record 2-1
Game 3, vs Jeskai (WUR) Aggro
Not much to say about this one except for I won both games by countering all of his stuff and playing young pyromancer, also Abrade was great against him because he had mantis rider. Match record 2-0
Tournament Record 3-1
Also this was my sideboard I used, WARNING it is not very good because I didn't have everything for it so I had to use a different sideboard,
just won another tournament with this deck, used a new build that I think is a lot more consistent.
round 1: burn - 2-0
game 1 I get hit a couple times by swiftspear, bolt it, spell pierce something, mana leak something, don't remember exactly, but I'm nearly hellbent end of turn 4 and at 1. Turn 5 top deck my 5th land, and breach into two cards and 3 mana - neither is burn and I win! Very surprising, I thought I was dead but had no other choice.
game 2 I play the counter game again and win off the back of a timely batterskull turn 6
round 2: affinity - 2-0
game 1 I'm on the draw, snare a ravager, remand an etched champion 2-3 times, breach him down to 8 turn 5 or 6, and clean up with bolt snap bolt.
game 2 ceremonious rejection on a ravager t1, then my opponent thoughtseizes me and my hand is (bolt, shatterstorm, cryptic, emmy, land). They take the shatterstorm. I draw into another bolt and breach and go for the kill.
round 3: dredge - 2-1
game 1 is super grindy. I almost get there but never find a breach.
game 2 I snap keep a hand with anger and lands that can cast it, but it doesn't matter because opp mulls to 4 and keeps a no lander.
game 3 I pierce a big conflagrate, counter a bunch of stuff, get hit by a few bloodghasts/amalgams/etc. then I draw the combo, bolt snap bolt his amalgams and block ghast to get him below 6 permanents. Breach on my turn, get him down low. He dredges some stuff back out, but then I just burn him.
round 4: gw comapany - 2-0
game 1 I visions, remand a 3 drop, electrolyze 2 dorks, and then land a clique, target myself to ditch a blood moon. Then clique and some burn get in for lethal over a few turns. Didn't reveal the combo at all.
game 2 I kill 3 devoted druids and remanded chord a few times before breaching for the win.
deck feels amazing. I think this 4 cryptic build feels more consistent then the spirit guide build. Beating dredge without drawing surgical or anger felt great. Maindeck spell pierce is AMAZING! That thing countered so much stuff turns 1 and 2, it's crazy.
played another event since, went 3-1 lost to burn. I kept 1 land hands both games, which I think was just bad play on my part. I think I'll swap yp in the side for another spell pierce anyways since he seems to just turn on removal that would otherwise be dead.
Yo! I was trying to find some information on UR Breach and I just found this thread. I'm getting caught up, but while I am doing so I thought some of you might want to know that I've played the deck a couple of times on my YouTube channel. I release one round, of a five round competitive league, every day during the week.
I tried Blue Moon for the first time since Lee Shi Tian top 8ed the Pro Tour with it. I ran a UR Breach. 4 round WNM.
Round 1 vs. Kiki Chord. The best player I played against today. In game 1, I keep with 3 land, Through the Breach, Serum Visions, Remand, and Emrakul. He puts creatures out on the field, but I EoT do Cryptic Command to bounce his Restoration Angel. He Chords for another. Then on my turn, I Breach Emrakul. He thought he was at 16 life, but he was at 15, so he just scooped. In the next game, it is close even after he mulls to 5. I had not much going on but playing lands. At the end, I had 12 lands in play, while he had 9. But he got ... Sun Titan, bringing back Kitchen Finks. Oh, I forgot that I had an Izzet Staticaster that caused a lot of problems for him. My Vendilion Clique got blocked by a Resto Angel after 4 hits, but Staticaster finished him off. I end up drawing a bunch of Snapcaster Mages late to burn him out after I killed Sun Titan with Bolt, Snap/Bolt. 2-0.
Round 2 vs. GB Tron. This is 1 of 2 guys who rode with me. He always plays his GB Tron and has been doing super well the past 3 weeks. In the first game, he mulls to 5. He starts with a non-Tron land. But I draw nothing to win with. Eventually he gets Tron online and I Cryptic Command his Karn Liberated. I draw Emrakul, the Aeon's Torn the next turn, which was lucky because I had nothing else in hand (but Through the Breach and a Bolt). In the next game, I am doing pretty well again, but he draws out of it, while I can't find Emrakul. He does an Ulamog, the Ceaseless Hunger, but I Cryptic Command. He does another after I mistakenly tap out for Blood Moon, which died to an EoT Nature's Claim. Then he cast another Ulamog the next turn. The exile lands was good enough, as he played a Worldbreaker the following turn to lock up my Vendilion Clique, which had him down to 8 life. In the next game, I keep on 2 lands and Serum Visions. I don't find a land for Blood Moon and he does turn 4 Worldbreaker. I scoop because I have only 1 land left and he has 4-5 cards in hand, which presumably are not blanks. I guess technically I win if he has 4-5 blanks, draws nothing for 3 turns, and I peel 2 lands in a row. My next 2 cards were NOT lands. 1-2.
Round 3 vs. GW Company (Value Town). In the first game, he puts a lot of creatures on board and by the time I draw Emrakul to go with 2 Through the Breach (another shipped away with Vendilion Clique), it is not enough. I scoop since he has 10 permanents on board and is at 17 life. It's lethal next turn if he sacs right. In the next game, it is similar, but I draw the Breach earlier and get him with it barely. Luckily, Anger of the Gods, helped me keep his board a little more clearer. In the final game, it goes down to the wire. I make a mistake of not sandbagging a Red source for my only win-con left, Through the Breach Emrakul. I drew 2 Anger of the Gods, 2 Electrolyze, and 1 Abrade in 5 straight draw steps when I had no Red left, other than Sulfur Falls lurking in the deck. I don't find that and on the final turn, I draw Through the Breach, which would have been lethal if I could have cast it. I basically got Ghost Quartered out of the game. I should have left in at least 2 Blood Moon; probably all 3 to shut down Ghost Quarter and Horizon Canopy. Big punt! 1-2
Round 4 vs. Mono Red Burn. He burns me low, but I Through the Breach/Emrakul on turn 5 and Bolt him next turn. The next game is similar, but on his turn 5, he can beat me if I don't draw Izzet Staticaster to block his Goblin Guide. I live at 2 life. 2-0.
I finish 2-2, which was disappointing to me. Even more disappointing was a possible punt in Round 3, by not holding Red mana sources in hand for drawing my only out of Through the Breach, which I drew on the final turn. However, I don't know if the creature that I Lightning Bolted would have killed me earlier instead, plus he wasted 1 attack with the Knight of the Reliquary, so technically I don't draw the Through the Breach on the turn before lethal. I should have left in Blood Moon as well to have more Red sources with fetches. Feelsbad.jpg.
Legacy - Sneak Show, BR Reanimator, Miracles, UW Stoneblade
Premodern - Trix, RecSur, Enchantress, Reanimator, Elves https://www.facebook.com/groups/PremodernUSA/ Modern - Neobrand, Hogaak Vine, Elves
Standard - Mono Red (6-2 and 5-3 in 2 McQ)
Draft - (I wish I had more time for limited...)
Commander - Norin the Wary, Grimgrin, Adun Oakenshield (taking forever to build) (dead format for me)
I like the Shackles plan. I used to run that card around 2012 and it was amazing. (I even ran them in Extended.) When K Command saw more play, I decided not to try them ever again.
It may be time for that card to shine again. I used to think it was so busted.
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Legacy - Sneak Show, BR Reanimator, Miracles, UW Stoneblade
Premodern - Trix, RecSur, Enchantress, Reanimator, Elves https://www.facebook.com/groups/PremodernUSA/ Modern - Neobrand, Hogaak Vine, Elves
Standard - Mono Red (6-2 and 5-3 in 2 McQ)
Draft - (I wish I had more time for limited...)
Commander - Norin the Wary, Grimgrin, Adun Oakenshield (taking forever to build) (dead format for me)
round 1 - jeskai tempo - on the draw
baited out a counter t3 end step with electrolyze, landed a moon right after then played a really slow game where I breach for the win on turn 10 with cryptic+spell pierce backup
game 2 opp keeps a low land hand, doesn't draw into more lands, gets mooned and breached quickly
win 2-0
round 2 - mono blue pili-pala grand architect combo
game 1 all I have is remands basically, opp doesn't miss any land drops and eventually just recasts the combo and wins with "Blue Sun's Zenith for a billion"
game 2 kept his board completely clear and clocked him with obstructionist.
game 3 I have a stacked hand, spell snare, pierce, remand, mana leak, dispel, 2 lands, op peeks me turn 1 so he knows what's up. No body casts anything for a bunch of turns. Opp tries to resolve a pili pala and we have a counter war. I end up remanding one of my own spells to "lose the battle, win the war" type of things, draw a bolt off remand, bolt the pili still on his turn. I wanted to combo, but I didn't have it, so I passed, crypticed 2 or 3 times, drew into the combo and went for it with remand backup.
win 2-1
round 3 - abzan company
game 1 I keep a one land on the draw with serum visions and don't find another land until turn 4-5. totally dead.
game 2 I have a nice balanced hand with a bolt some counters and land. Play the control game, killing everything, then eventually chip in with snaps and an electrolyze for the win.
game 3 mull to 6 keep a hand with spell snare, snare a druid turn 1/2, electrolyze something, then turn 5 breach. Opp Chords in response and gets a Tidehollow Sculler, takes emrakul from my hand so I breach in a snap to get some damage in. I draw into cryptic, bounce the sculler end of turn to get emmy back. Go for another breach, opp goes for CoCo and I say "oh *****" but he doesn't hit a sculler and scoops.
win 2-1
round 4 - abzan company - again, different player
game 1 I'm on the play. opp plays a dork/druid and I sorcery speed kill it for a few turns. I got for eot value turn 5 with snappy and opp punishes me with a coco - gets druid and vizier. I untap and breach, leaving him with nothing but the druid and 3 life. I never draw the bolt, but I remand, mana leak, cryptic every spell he casts and get in with snapcaster eventually.
game 2 I keep a hand with 3 land, 2 remand, snapcaster, and spell pierce. opp goes bird->druid, then I remand a vizier, but he has the second plains in his hand - and duskwatch recruiter. I die to ballista quickly.
game 3 I fetch shock visions, opp plays a birds, I hold up izzet charm and remand, opp plays noble hierarch and viscera seer. I mainphase an electrolyze on seer and noble, he sacs both to fizzle it and keeps the card on top. He untaps and cocos into druid/recruiter. I mainphase another electrolyze on the druid, which he put -1/-1 counters on in response. He uses duskwatch's ability a few times over the next few turns and I counter the creatures but I don't have removal for the recruiter. I end up using cryptic to tap and draw twice while letting him get a large boardstate. I want Anger, but I draw into bolt and the combo, bolt whatever was untapped. untap and combo for the win.
win 2-1
didn't get to test my new anti burn sb tech, but I'm really happy with how the deck is preforming.
4 cryptics feels great. I almost always want to cast multiple cryptics late game, so having all 4 is really nice. It also makes the tempo plan better, tap all your creatures and attack with a couple snapcasters has won me a lot of games.
5 can trips and 21 lands are right on the edge. I think it may be right to add one more of either but I don't know what to cut.
I was on 7 can trips originally but kept finding myself can triping into more can trips and just dying against the faster decks. I swapped two Opts for Spell Pierce and the second Mana Leak and I've been getting great results. The extra counters really help against fast decks, no one expects maindeck spell pierce. That thing counters thoughtseize/iok on the play, lilianas, scapeshifts, most burn, cranial plating, etc.
Just recently picked this deck up and it feels great. I was inspired by the recent comments to run two Wandering Fumarole and they're amazing in my opinion. Last night they really shined in a match against Lantern control; I had burned them down to eight life, and then twice EOT I would Cryptic bounce one of their permanents into their hand, so that on my turn I could swing with Fumarole, and then swap power and toughness.
In general I haven't experienced any mana issues with them coming into play tapped. I think I generally drop them on turn 3 unless I need to Electrolyze or Blood Moon. Sometimes I'll drop them on turn one depending on my hand and if I know what my opponent is on. Right now I think I cut a Desolate Lighthouse and an Island for them.
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Appreciate the response! The appeal of this deck for me was as a control deck with a combo edge. You're echoing some of my thoughts after giving it a short spin and watching a few videos of pros playing it. May not be what I'm looking for.
EDIT: ...in that, it's clunkier/more inconsistent than I enjoy (not that it's not control-combo).
edit: @drunknmunkySF The madcap combo was great at times, but I'm not sure if I'd want it to be the game 1 win-con because of how vulnerable it is. I liked it better in game 2-3 because people generally side out spot removal since it can't target emrakul, you can even bank on white decks siding out paths most of the time. On the flipside, depending on your sideboard you can just go wide in games 2/3 I suppose. I really just stuck to the version that's been doing well online, but I would love to experiment more with some different variations. The main problem is my resources are limited at the moment. Also not of this world would be pretty sweet as a 1 or 2 of I'd say if the madcap combo is in your mainboard.
Have a link to the list you used? Twinless Twin sounds more my speed since one half of the combo is still valuable without the other (compared to TTB-Emmy). May not be the thread for it, but Kiki-Resto is another possibility if you tweak the mana base to fit Jeskai.
UWx control/midrange
Bant Eldrazi
The other thing I'm finding difficult is when to board out remands and blood moons, if it's ok to shave a few cantrips, and when to board in P & K. Also is it just me or is ratchet bomb close to just as good as EE in a 2 color deck?
I am currently playing storm but not feeling confidant playing that type of deck.
Round 1 - Mono-Red Moon + Land Destruction: I'm on the play for game 1. I'm pretty sure he thinks I'm on jeskai since I play a flooded strand and scalding tarn early. This information made him comfortable to tap on his turn 4 for a Koth which is immediately punished by EOT deceiver exarch into kiki-jiki, mirror breaker to end the game. The element of surprise is nice, but I don't expect it to last if I continue to play the deck. Game 2 he is ready for my plan with a pithing needle on kiki to stop the combo. He kills some of my lands and I never get enough going to stop his koth from killing me. Game 3 is a bit of a grind, but I get there with some snap+bolt beats and remand delaying his planes-walkers long enough to eat his life total with my 2/1s's.
Round 2 - Grixis Shadow: Game 1 he keeps a hand with a lot of discard, but no threats. He takes some cards, but I eventually just beat down with some pestermite and snaps as he fails to ever deploy a threat. Game 2 he quickly drops to 11 through fetches and wraiths. He attempts to thoughtseize my and I respond with 3 bolts. He goes to 2 life and dies when his spell resolves.
Round 3 - R/G Breach: Game 1 I countered the first through the breach, but he casts a primeval titan that I have no answer for. I kept a hand that did not line up well against him with snaps and bolts being too slow of a clock. Game 2 I have several counterspells in my opener and I keep. My dispels and remands buy me enough time to beat down before he can get anything going. Game 3 we both mull to 6 with him on the play. On his turn 2 he casts a sakura tribe-elder which I counter with spell snare. He misses a land drop next turn and suspends search for tomorrow. He ends up never having enough mana to deploy a threat and my 2/1 beats get there with cryptic command backup. No blood moon in this match-up where it would have been very strong, perhaps I need more than 2 copies!
Round 4 - R/W Burn: We agree to split prize and play for fun. On the play he leads with a goblin guide and my hand has no bolt to answer. The goblin gets in for 6 or so before I can deal with it, which ultimately did too much harm and won him the game. Game 2 I have the bolt for his turn 1 guide, but can't clock him fast enough before being burned out. A searing blaze on my pestermite was crucial to winning him the race by hitting me for 3 and taking out my threat. Going forward I may need a better plan for burn as the match-up felt pretty bad.
Overall the deck feels really good for a first run and I'll continue to work on my list over the next few weeks and see where I end up. I felt like I was short on counterspells in most of my matches so I may look for ways to get a few more into the deck.
3 Mountain
10 Island
1 Field of Ruin
1 Arid Mesa
1 Steam Vents
1 Sulfur Falls
2 Flooded Strand
4 Spirebluff Canal
2 Blood Moon
2 Spreading Seas
Instants (20)
4 Lightning Bolt
2 Electrolyze
1 Abrade
1 Dispel
1 Opt
2 Izzet Charm
4 Mana Leak
1 Shadow of Doubt
1 Negate
2 Cryptic Command
1 Remand
1 Chandra, Torch of Defiance
Creatures (8)
4 Young Pyromancer
2 Snapcaster Mage
2 Bedlam Reveler
I took this to a tournament yesterday, I got third place with a record of 3-1, losing only to the first place player.
Round 1, vs B-G Tron
Game 1, On the play, I lost, I had him in a lock, but then I ran out of gas and he cast wurmcoil.
Game 2, On the play, I won, same as game 1 except I was able to counter his stuff.
Game 3, On the draw, I won, it was pretty easy, I didn't have bloodmoon but I was able to counter his stuff until he ran out of non-land.
Match record 2-1, Tournament record 1-0
Round 2, vs Grixis (UBR) Delver
Game 1, On the play, I played Shadow of Doubt when he used his first land, which was a fetch, then he got turn three gurmog angler, but I was able to bolt it when he blocked my Young Pyromancer, I won after a very long game of draw go.
Game 2, On the draw, he won after a very long game of draw go, he landed a gurmog on turn 3 when I was tapped out for Spreading Seas. It was very close but I topdecked a lot of lands.
Game 3, On the play, I won pretty quickly when I was able to empty my hand by 1-1ing him then I played a Bedlam Reveler and beat him down.
Match record 2-1, Tournament record 2-0
Round 3, vs Mono Red Burn
Game 1, On the play, he had me at 1 but I was able to counter all the rest of his spells along with Snapcaster Mage beats, I won.
Game 2, On the draw, I lost from a turn four kill, I could have beat him if I didn't play Young Pyromancer on turn four.
Game 3, On the play, I lost again, I could have won if I would have used a negate on one of his burn spells instead of a mana leak because he later played an Eidolon and I couldn't counter it.
Match record 1-2, Tournament record 2-1
Game 3, vs Jeskai (WUR) Aggro
Not much to say about this one except for I won both games by countering all of his stuff and playing young pyromancer, also Abrade was great against him because he had mantis rider. Match record 2-0
Tournament Record 3-1
Also this was my sideboard I used, WARNING it is not very good because I didn't have everything for it so I had to use a different sideboard,
UR and sometimes WDelver Modern
U and sometimes WTurns Modern
URBWAffinity Modern
GWKarametra Enchantress EDH
UBRG Yidris Storm EDH
WSram Cheerios EDH
played another event since, went 3-1 lost to burn. I kept 1 land hands both games, which I think was just bad play on my part. I think I'll swap yp in the side for another spell pierce anyways since he seems to just turn on removal that would otherwise be dead.
League from a couple of weeks ago:
https://goo.gl/5EC6Gj
Currently running league, not all rounds released yet:
https://goo.gl/58vPac
Round 1 vs. Kiki Chord. The best player I played against today. In game 1, I keep with 3 land, Through the Breach, Serum Visions, Remand, and Emrakul. He puts creatures out on the field, but I EoT do Cryptic Command to bounce his Restoration Angel. He Chords for another. Then on my turn, I Breach Emrakul. He thought he was at 16 life, but he was at 15, so he just scooped. In the next game, it is close even after he mulls to 5. I had not much going on but playing lands. At the end, I had 12 lands in play, while he had 9. But he got ... Sun Titan, bringing back Kitchen Finks. Oh, I forgot that I had an Izzet Staticaster that caused a lot of problems for him. My Vendilion Clique got blocked by a Resto Angel after 4 hits, but Staticaster finished him off. I end up drawing a bunch of Snapcaster Mages late to burn him out after I killed Sun Titan with Bolt, Snap/Bolt. 2-0.
Round 2 vs. GB Tron. This is 1 of 2 guys who rode with me. He always plays his GB Tron and has been doing super well the past 3 weeks. In the first game, he mulls to 5. He starts with a non-Tron land. But I draw nothing to win with. Eventually he gets Tron online and I Cryptic Command his Karn Liberated. I draw Emrakul, the Aeon's Torn the next turn, which was lucky because I had nothing else in hand (but Through the Breach and a Bolt). In the next game, I am doing pretty well again, but he draws out of it, while I can't find Emrakul. He does an Ulamog, the Ceaseless Hunger, but I Cryptic Command. He does another after I mistakenly tap out for Blood Moon, which died to an EoT Nature's Claim. Then he cast another Ulamog the next turn. The exile lands was good enough, as he played a Worldbreaker the following turn to lock up my Vendilion Clique, which had him down to 8 life. In the next game, I keep on 2 lands and Serum Visions. I don't find a land for Blood Moon and he does turn 4 Worldbreaker. I scoop because I have only 1 land left and he has 4-5 cards in hand, which presumably are not blanks. I guess technically I win if he has 4-5 blanks, draws nothing for 3 turns, and I peel 2 lands in a row. My next 2 cards were NOT lands. 1-2.
Round 3 vs. GW Company (Value Town). In the first game, he puts a lot of creatures on board and by the time I draw Emrakul to go with 2 Through the Breach (another shipped away with Vendilion Clique), it is not enough. I scoop since he has 10 permanents on board and is at 17 life. It's lethal next turn if he sacs right. In the next game, it is similar, but I draw the Breach earlier and get him with it barely. Luckily, Anger of the Gods, helped me keep his board a little more clearer. In the final game, it goes down to the wire. I make a mistake of not sandbagging a Red source for my only win-con left, Through the Breach Emrakul. I drew 2 Anger of the Gods, 2 Electrolyze, and 1 Abrade in 5 straight draw steps when I had no Red left, other than Sulfur Falls lurking in the deck. I don't find that and on the final turn, I draw Through the Breach, which would have been lethal if I could have cast it. I basically got Ghost Quartered out of the game. I should have left in at least 2 Blood Moon; probably all 3 to shut down Ghost Quarter and Horizon Canopy. Big punt! 1-2
Round 4 vs. Mono Red Burn. He burns me low, but I Through the Breach/Emrakul on turn 5 and Bolt him next turn. The next game is similar, but on his turn 5, he can beat me if I don't draw Izzet Staticaster to block his Goblin Guide. I live at 2 life. 2-0.
I finish 2-2, which was disappointing to me. Even more disappointing was a possible punt in Round 3, by not holding Red mana sources in hand for drawing my only out of Through the Breach, which I drew on the final turn. However, I don't know if the creature that I Lightning Bolted would have killed me earlier instead, plus he wasted 1 attack with the Knight of the Reliquary, so technically I don't draw the Through the Breach on the turn before lethal. I should have left in Blood Moon as well to have more Red sources with fetches. Feelsbad.jpg.
Premodern - Trix, RecSur, Enchantress, Reanimator, Elves https://www.facebook.com/groups/PremodernUSA/
Modern - Neobrand, Hogaak Vine, Elves
Standard - Mono Red (6-2 and 5-3 in 2 McQ)
Draft - (I wish I had more time for limited...)
Commander -
Norin the Wary, Grimgrin, Adun Oakenshield (taking forever to build)(dead format for me)It may be time for that card to shine again. I used to think it was so busted.
Premodern - Trix, RecSur, Enchantress, Reanimator, Elves https://www.facebook.com/groups/PremodernUSA/
Modern - Neobrand, Hogaak Vine, Elves
Standard - Mono Red (6-2 and 5-3 in 2 McQ)
Draft - (I wish I had more time for limited...)
Commander -
Norin the Wary, Grimgrin, Adun Oakenshield (taking forever to build)(dead format for me)just 4-0ed again with this list: https://www.mtggoldfish.com/deck/849341#paper
round 1 - jeskai tempo - on the draw
baited out a counter t3 end step with electrolyze, landed a moon right after then played a really slow game where I breach for the win on turn 10 with cryptic+spell pierce backup
game 2 opp keeps a low land hand, doesn't draw into more lands, gets mooned and breached quickly
win 2-0
round 2 - mono blue pili-pala grand architect combo
game 1 all I have is remands basically, opp doesn't miss any land drops and eventually just recasts the combo and wins with "Blue Sun's Zenith for a billion"
game 2 kept his board completely clear and clocked him with obstructionist.
game 3 I have a stacked hand, spell snare, pierce, remand, mana leak, dispel, 2 lands, op peeks me turn 1 so he knows what's up. No body casts anything for a bunch of turns. Opp tries to resolve a pili pala and we have a counter war. I end up remanding one of my own spells to "lose the battle, win the war" type of things, draw a bolt off remand, bolt the pili still on his turn. I wanted to combo, but I didn't have it, so I passed, crypticed 2 or 3 times, drew into the combo and went for it with remand backup.
win 2-1
round 3 - abzan company
game 1 I keep a one land on the draw with serum visions and don't find another land until turn 4-5. totally dead.
game 2 I have a nice balanced hand with a bolt some counters and land. Play the control game, killing everything, then eventually chip in with snaps and an electrolyze for the win.
game 3 mull to 6 keep a hand with spell snare, snare a druid turn 1/2, electrolyze something, then turn 5 breach. Opp Chords in response and gets a Tidehollow Sculler, takes emrakul from my hand so I breach in a snap to get some damage in. I draw into cryptic, bounce the sculler end of turn to get emmy back. Go for another breach, opp goes for CoCo and I say "oh *****" but he doesn't hit a sculler and scoops.
win 2-1
round 4 - abzan company - again, different player
game 1 I'm on the play. opp plays a dork/druid and I sorcery speed kill it for a few turns. I got for eot value turn 5 with snappy and opp punishes me with a coco - gets druid and vizier. I untap and breach, leaving him with nothing but the druid and 3 life. I never draw the bolt, but I remand, mana leak, cryptic every spell he casts and get in with snapcaster eventually.
game 2 I keep a hand with 3 land, 2 remand, snapcaster, and spell pierce. opp goes bird->druid, then I remand a vizier, but he has the second plains in his hand - and duskwatch recruiter. I die to ballista quickly.
game 3 I fetch shock visions, opp plays a birds, I hold up izzet charm and remand, opp plays noble hierarch and viscera seer. I mainphase an electrolyze on seer and noble, he sacs both to fizzle it and keeps the card on top. He untaps and cocos into druid/recruiter. I mainphase another electrolyze on the druid, which he put -1/-1 counters on in response. He uses duskwatch's ability a few times over the next few turns and I counter the creatures but I don't have removal for the recruiter. I end up using cryptic to tap and draw twice while letting him get a large boardstate. I want Anger, but I draw into bolt and the combo, bolt whatever was untapped. untap and combo for the win.
win 2-1
didn't get to test my new anti burn sb tech, but I'm really happy with how the deck is preforming.
5 can trips and 21 lands are right on the edge. I think it may be right to add one more of either but I don't know what to cut.
I was on 7 can trips originally but kept finding myself can triping into more can trips and just dying against the faster decks. I swapped two Opts for Spell Pierce and the second Mana Leak and I've been getting great results. The extra counters really help against fast decks, no one expects maindeck spell pierce. That thing counters thoughtseize/iok on the play, lilianas, scapeshifts, most burn, cranial plating, etc.
In general I haven't experienced any mana issues with them coming into play tapped. I think I generally drop them on turn 3 unless I need to Electrolyze or Blood Moon. Sometimes I'll drop them on turn one depending on my hand and if I know what my opponent is on. Right now I think I cut a Desolate Lighthouse and an Island for them.