On a different note. How does everyone feel about Spreading Seas right now? Looking at the goldfish modern meta,
Tron: Excellent
GDS: Excellent
Humans: Mediocre
Burn: Good
Affinity: Good
E-Tron: Good
Tron, Excellent I agree. GDS, I would say medium, not excellent and that match is so good already, so even if I'm wrong in that assumption, I don't think it matters. Humans it's very mediocre, and pretty bad in multiples, so lessening the number seems decent. Affinity, it's pretty good yea, but again, it's such a good match up that like GDS, I don't really care. E-tron I would disagree on, it's very mediocre there. I never care to shut them off tron, and with 5 LD lands and 2 Seas I can still easily take them off Cavern and Seagate. Burn - Not too bad, but in multiples can be really rough due to their efficiency, we just don't have time to cast 3 of them in a game.
Any disagreements with those thoughts? - and the reason to cut down on them would be to make room for Wall of Omens, which seems good against a lot more decks that seas, and also still can trips.
@Bloodyrabbit - Yea, I agree that it can randomly screw opponents over on their mana, but I think that's less the case right now then it's ever been. Especially with the rise in people playing Field of Ruin, players just have more ways to fix their mana and I feel like I'd rather use the Spreading Seas as just a value way to hit utility lands and not rely on it as a way to lock the opponent out.
On another note, I just played against the UR Thing/Pyro deck, and if you ever resolve a Jace, that match is laughable. I won G1 on Zero life ultimating a jace, grabbing a Jura to go with my Trials and one of their snaps to clear up the board. So fun.
**edit - I could also add a 3rd Stony to the sideboard over something which makes all of those matches where Seas was pretty good even better
I think Seas is a huge part of the GDS being a very good matchup. If you replace them with Walls and countermagic, you're getting moderately worse against GDS and Affinity, and significantly worse against Tron, which doesn't look like a good tradeoff. I think that Seas + FoR is the main reason to play UW.
Against EldraTron Seas is awesome, IMHO more than against Green Tron, for the simple fact that they will sometimes just kill you with a huge Ballista if in the midgame you don’t deal with Tron. In the early, you just have to blank Caverns and utility lands, but don’t forget that it is also a cantrip which evade Chalice on one.
Against Affinity it’s been for me best card in the 75 right after wrath-effect. You win against them also BECAUSE of Seas, because you will otherwise lack the spot removals that splash colors would offer to you. You can still configurate the deck to win against them, but nit making the switch with Walls (useless cantrip vs Affinity).
I agree about Humans and I find it extremely good (on the play) or bad (on the draw) against Burn.
Seas isn't usually a gamewinner in any matchup (except against G Tron >:D ), but it's always at least good and cantrips. Even against Humans, if they don't have the T1 Vial, a Seas can seriously mess up their curve-out going late. I would definitely side it out, but that is exactly why Seas is a cornerstone of the deck -- it's rarely ever bad, and can punish greedy keeps/decks. I would never drop below 3, and I definitely prefer 4 main.
Yep, that’s what I meant. Anyway, if you really don’t like Seas at the moment, I’ll suggest you change approach alltogheter. Like, I’m experimenting with a Thirst-based list, and has been insane in testing this week
I still love seas! I just don't like 4 of them, trying to justify 2-3, makes room for wall of omens which is so good against the red snapcaster decks, burn, humans, E-tron and a smattering of other stuff as well. I really feel like I can't lose when I cast a wall of omens against red snapcaster decks. They can't overcommit for fear of verdict, and if they don't commit I just pick off anything that flies or has more than 3 power.
**Edit:
I was finally able to beat that stupid RB hollow one deck. I lost to it like the first 4 times I played against it, but made some adjustments and went 4-1 with a 2/2 Settle/Verdict split in the main. Felt pretty good. Beat Jeskai Geist, RB Hollow One (2-0!), Grixis Controlw/Field, Lantern and lost to Jeskai Geist in the final round.
For what it's worth, I just went 3-0-1 in Modern FNM (impressive, I know /sarcasm). I beat Affinity 2-0, drew against Lantern (final turn of game 2 had him dead unless he topdecked exactly Thoughtseize -- he did and I lost G2 without time for a G3. Could've been 2-0 =\ ), won 2-0 against UB Thopter-Sword with Whir (pretty cool list, actually), and finally 2-1 against Abzan Company. Not exactly the meta I was expecting -- there were a ton of control decks, especially Grixis. But still not bad. The 1 Snare was great, I played a Settle over the 4th Verdict that should probably be switched back, but everything else was great. The Jace I added to the main, as per BloodyRabbit's suggestion, was in fact amazing all day, and I believe it's going to be a mainstay now (as if it wasn't already for everyone but me).
I also got my last 2 foil Snow-Covered Islands, so now I'm rocking all foil Snow basics. =D
Them finding basics isn't that big of a deal, because with path to exiles + field of ruins, we're likely to more than pull out all of their basics.
On the other hand, us finding a basic does kind of matter. We play a lot of basics, and if we're trying to do things like snap + cryptic, X spells, or simply be using azcanta a lot, we'll need a lot of mana.
Re: BGx - If you cut Rev, then yea BGx might be tough, but eventually you're going to find a snap and rev for like 5+ and it should be GG. I was thinking on this when I decided to put make a switch to Celestial Purge in my side, I don't want to get buried by Bob and there's a lot of decks where it's good. If we think BGx is a bad match(which I don't, frankly) then Purge comes back.
RE: GP Toronto - I played this list to an 8th round loss against elves to end up 5-3, 1 win from day 2.
Round 1 - Blue End (2-0)
G1 - We both mulled to 6, we had a small fight over her ancestral vision which allowed me to resolve Jace. I ulted Jace for Ancestral and Gideon5 and cast a Gideon3 in the same turn
G2 - Clique went the entire distance after I draw-stepped an As foretold from her and she had 3 living ends in hand.
Round 2 - White Taxes (0-2)
G1 - He Mana locked me really early, and I wasn't really able to get anything going.
G2 -This was the most disappointing game loss for me. We got to like turn 20, I blanked on a verdict, settle, or Sphinx for about 8 draw steps, 2 Scries from Azcanta and a desperation Azcanta impulse. I just had all the outs and eventually died to a thraben inspector and a golem token.
Round 3 - Storm (2-1)
G1 - He misplayed his hand and fizzeled a combo turn but I think I had the leak to cover, can't recall. Either way an ambush snap on T2 went the whole distance.
G2 - I didn't find an answer to an early warrens, got killed
G3 - I had the verdict for the warrens and eventually surgical'd his PIF and he couldn't do anything. Snap + Clique got there.
As a not for this match, field of ruins put in work against Gigadrowse.
Round 4 - Jund (2-0)
G1 - he mulled to 5, never really got into it.
G2 - he tried to work through my counter-magic with Lilly last hope in hopes of ultimating or clearing the way for a blood moon. I eventually got a Gideon3 to smack it the turn before it ulted. Then he slammed the blood moon, and I fielded in response and played the sandbagged island from my hand and eventually got there on the Gideon3.
Round 5 - Esper Shadow (2-0)
G1 - He played well, had me believing he had a stub the whole game and I couldn't land my Gideon5. Eventually I was able to take him off enough land with fields that I could Mana leak a stub and then he tapped out for an angler and a lingering souls which I leaked instead. I played Gideon5 + Wall into a board of Snap and angler. He pushed the wall which kept him off black for souls, hit Gideon to 1. I Hit him down to 1 with Gid5 then settled his attackers, negated his souls. Was definitely an interesting game, he didn't have the stub.
G2 - Much less interesting, landed an early Trials, condemned a Tasigur, sphered a Lilly last hope and he locked out his lands.
Round 6 - Lantern (0-2)
Got to play against Elsik, very personable dude, definitely enjoyed playing against him despite getting owned.
G1 - Locked me really quickly, and I drew way too many dead cards.
G2 - I think I should have mulled a little more aggressively, but it was hard to throw back Sphere and Negate with lands and a snap. I didn't expect Tezzeret though, probably should have, got killed by 5/5 beats.
Round 7 - Affinity (2-0)
G1 - Caught him off gaurd with a settle, managed to take out all creatures including a inkmoth.
G2 - Mulled to 5 and won easily after resolving a Verdict and hitting a couple Blinkmoth with fields.
Round 8 - Elves (0-2)
G1 - Not very exciting game, kept a reasonable 7 in in the dark, something like path, seas, snap, snare 3 land, but never found a wrath, got overwhelmed pretty quickly by double CoCo.
G2 - Kept a 7 with Island, Island, Serum, serum Path, Verdict, Snap and didn't find a white source (which was colonnade) until the turn I died.
Overall, I really liked the 2 settle main, I feel like I might keep it going forward. I hit a 3-2 and a 4-1 in comp leagues with a near identical list (basically 1 main change: -1 Prairie Stream +1 Hallowed Fountain and 1 sideboard change: purge over something that I don't remember). I don't feel like I need RIP with this setup, I might move to a 3rd settle in the board, it feels like all the graveyard decks outside of storm are go-wide and just get wrecked by settle.
Not sure I would cut the 3rd verdict from the board, but also not sure I can justify 3 Settle and 3 verdict in the 75 (Although I would have had much better Elves and Taxes matches if I did).
Seas sucked for most of the matches, walls were great in the comp leagues, faced a lot of red snapcaster decks, but walls were pretty mediocre at the GP. Seas was good against Shadow, wall was good against Taxes (despite the disappointing loss, wall bought me a ton of time). I was never wanting for extra land denial in any of matches in the last couple days, 3 Seas 5 "Colorless LD seemed right.
Spell Snare has been awesome. I think it had application in something like 14 of my 18 matches over the last couple of days.
2 Cryptics was a concession to running the 2/2 verdict settle, I didn't want to run more than 7 4cmc spells. The number felt right, I still ended up boarding out cryptics in a large number of games.
The only other notable change is the 1-of Sphere. Barely noticed the change, didn't feel drastic. I drew it both games against lantern, and it just didn't do anything. Both games it was in my hand when he Thoughtseized me, and both times he took Sphinx Rev over it and I just couldn't find a good spot for Sphere. Haven't needed it against moon
I haven't played too many matches vs blue end, but i'm pretty sure UW is a big underdog in the match up. The way to win is to draw counter magic to counter as foretold and then resolve an early GotT.
The cards you want vs BGx are spell snare, think twice, 4x cryptics, snapcaster mage. You basically want as many unconditional spells as you can play and as many live top decks as you can play. Snare isn't unconditional, but it helps you not lose to their 1 drop 2 drop draws. Obviously if you play black, fatal push and esper charm are the nuts against BGx, but that's a different deck.
Hey guys, I'm thinking about buying into UW Control and I'm wondering what would be the ideal tuning for a meta filled with Storm, Affinity and Tron. How would you configure your decklists? I'm thinking about this right now :
A friend of mine, Robert, went 7-3 with his UW build in Toronto. His third loss was to Elves on day two and he felt a lot of the matches were swingy and draw depedent, especially his final loss. Reiteration that the decision trees are vital as well, as small errors can catch up to you. Looks fun that UW is good again.
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The "Crazy One", playing casual magic and occasionally dipping his toes into regular play since 1994.
Currently focusing on Pre-Modern (Mono-Black Discard Control) and Modern (Azorious Control, Temur Rhinos).
Find me at the Wizard's Tower in Ottawa every second Saturday afternoons.
So I guess the Tron players are adapting due to the presence of Field- some of these lists running 3-5 basics actually seem like they are going to give us a lot more trouble than we are used to. I lost to mono green tron today, and I was pretty surprised. I normally feel like this match is a bye because it's trivially easy to keep them off 10cmc+ spells basically the whole game, as well as keeping the 7-8 Mana spells within Mana leak range. Going forward this might not be the case, and it really gives me pause, because if our Mana denial plan isn't good against Tron, and isn't good against Shift (field isn't good against Shift), then it's only really stellar against Shadow decks. Almost all the other matchups where it would be good, Tectonic Edge would be as good except it goes back to being good against Shift and Tron again. I hate the idea of going back to Tec Edge, but it's definitely on my mind. On one hand, it makes leaks better, but on the other hand it means Rev goes back to being bad.
Re: Settle - Thrun at number 2? I can't remember the last time I lost to a Thrun, 2016 maybe? Getting around totem armor has come in handy more than a couple times, and now after Pants-Tron wins the GP, it makes even more sense to have that on our radar. I never would have expected the Leylines though, so it might be time for disenchant-effects to make thier way back into the board, settle does target unfortunately.
@TomCourtenay - The list looks pretty normal outside of the 2 Condemn and 2 Negate. Condemn is pretty bad against storm and Tron, which you were worried about, although I do think the card has enough application in the meta to justify 1 copy, 2 is not necessary. The negate is pretty much the exact opposite of what I just said about condemn: it's good against storm and Tron, which you were worried about, but isn't good enough against the meta at large to include a second copy, imo.
This might be me suited to my meta at the moment. I've moved 1 Condemn to the side, Negate seems strong in my meta however. Rejection in the sideboard is also a must I forgot.
So I guess the Tron players are adapting due to the presence of Field- some of these lists running 3-5 basics actually seem like they are going to give us a lot more trouble than we are used to. I lost to mono green tron today, and I was pretty surprised.
Yeah I was going to write about this. What's the play now?
It's nice playing a control deck that doesn't sigh when you see a tron land turn one, but now that might not be the case. The 32nd place list is playing 2 colors and 4 basics.
I'm already playing one shadow of doubt. Tectonic edge isn't the answer, as we're playing celestial colonnade and sphinx's revelation. Is disallow or nimble obstructionist where we want to be? I've been playing with nimble obstructionist as bit, and there's this weird tension where in certain situations I can't tell if it's better as a 3/1 flash flyer or a 2 for 1.
Tectonic edge isn't the answer, as we're playing celestial colonnade and sphinx's revelation
We we're playing Colonnade and Rev long before field of ruins came along. Though, I do think Rev was a mistake before Ruin, but Colonnade has always been outstanding. My point is, we don't have to play Rev, in fact even with Field some players don't play Rev.
I think you're just hoping for too much. It doesn't always have to be lights out and game-ending. It can be just a part of the plan.
I don't need it to be game ending, I just need it to be effective. Field of ruins is much more effective in the vast majority of matches because usually we aren't actually trying to deny Mana, we are just using it as disruption. The problem is, in some matches we need it to be actual Mana denial, like Tron and shift, so that our leaks stay live long into the game, and if they start running 4-5 basics we are going to be back to square one; big Mana beats control. This is not a place I want to go considering that Tron is one of the most well represented strategy in modern.
Actually, i'm not so excited. I was 50$ short from completing my uw list and start attending local fnms with it. God knows how much i have to spend now for an updated list. Thinking of selling everything back.
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Standard UW Azorius Control
Modern UW Azorius Control
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Tron, Excellent I agree.
GDS, I would say medium, not excellent and that match is so good already, so even if I'm wrong in that assumption, I don't think it matters.
Humans it's very mediocre, and pretty bad in multiples, so lessening the number seems decent.
Affinity, it's pretty good yea, but again, it's such a good match up that like GDS, I don't really care.
E-tron I would disagree on, it's very mediocre there. I never care to shut them off tron, and with 5 LD lands and 2 Seas I can still easily take them off Cavern and Seagate.
Burn - Not too bad, but in multiples can be really rough due to their efficiency, we just don't have time to cast 3 of them in a game.
Any disagreements with those thoughts? - and the reason to cut down on them would be to make room for Wall of Omens, which seems good against a lot more decks that seas, and also still can trips.
@Bloodyrabbit - Yea, I agree that it can randomly screw opponents over on their mana, but I think that's less the case right now then it's ever been. Especially with the rise in people playing Field of Ruin, players just have more ways to fix their mana and I feel like I'd rather use the Spreading Seas as just a value way to hit utility lands and not rely on it as a way to lock the opponent out.
On another note, I just played against the UR Thing/Pyro deck, and if you ever resolve a Jace, that match is laughable. I won G1 on Zero life ultimating a jace, grabbing a Jura to go with my Trials and one of their snaps to clear up the board. So fun.
**edit - I could also add a 3rd Stony to the sideboard over something which makes all of those matches where Seas was pretty good even better
Seas isn't usually a gamewinner in any matchup (except against G Tron >:D ), but it's always at least good and cantrips. Even against Humans, if they don't have the T1 Vial, a Seas can seriously mess up their curve-out going late. I would definitely side it out, but that is exactly why Seas is a cornerstone of the deck -- it's rarely ever bad, and can punish greedy keeps/decks. I would never drop below 3, and I definitely prefer 4 main.
UWB Esper Draw-Go Control (clicky)
UW Azorius Control (clicky)
Currently pursuing a degree in Biochemistry.
EDH: I've decided I don't like multiplayer formats.
I still love seas! I just don't like 4 of them, trying to justify 2-3, makes room for wall of omens which is so good against the red snapcaster decks, burn, humans, E-tron and a smattering of other stuff as well. I really feel like I can't lose when I cast a wall of omens against red snapcaster decks. They can't overcommit for fear of verdict, and if they don't commit I just pick off anything that flies or has more than 3 power.
**Edit:
I was finally able to beat that stupid RB hollow one deck. I lost to it like the first 4 times I played against it, but made some adjustments and went 4-1 with a 2/2 Settle/Verdict split in the main. Felt pretty good. Beat Jeskai Geist, RB Hollow One (2-0!), Grixis Controlw/Field, Lantern and lost to Jeskai Geist in the final round.
I also got my last 2 foil Snow-Covered Islands, so now I'm rocking all foil Snow basics. =D
UWB Esper Draw-Go Control (clicky)
UW Azorius Control (clicky)
Currently pursuing a degree in Biochemistry.
EDH: I've decided I don't like multiplayer formats.
On the other hand, us finding a basic does kind of matter. We play a lot of basics, and if we're trying to do things like snap + cryptic, X spells, or simply be using azcanta a lot, we'll need a lot of mana.
RE: GP Toronto - I played this list to an 8th round loss against elves to end up 5-3, 1 win from day 2.
2 Snapcaster Mage
2 Wall of Omens
Walkers (4)
2 Gideon of the Trials
1 Jace, Architect of Thought
1 Gideon Jura
Selection (7)
4 Serum Visions
2 Search for Azcanta
1 Sphinx's Revelation
Interaction (20)
4 Path to Exile
2 Spell Snare
3 Mana Leak
1 Negate
3 Spreading Seas
1 Detention Sphere
2 Cryptic Command
2 Supreme Verdict
2 Settle the Wreckage
4 Field of Ruin
1 Ghost Quarter
4 Celestial Colonnade
4 Flooded Strand
2 Glacial Fortress
2 Hallowed Fountain
5 Island
3 Plains
2 Stony Silence
2 Surgical Extraction
2 Disdainful Stroke
1 Dispel
1 Blessed Alliance
1 Condemn
1 Celestial Purge
1 Supreme Verdict
1 Vendillion Clique
1 Geist of Saint Traft
1 Negate
1 Ceremonious Rejection
Short Story:
Round 1 - Blue End (2-0)
Round 2 - White Taxes (0-2)
Round 3 - Storm (2-1)
Round 4 - Jund (2-0)
Round 5 - Esper Shadow (2-0)
Round 6 - Lantern (0-2)
Round 7 - Affinity (2-0)
Round 8 - Elves (0-2)
Long Story:
Round 1 - Blue End (2-0)
G1 - We both mulled to 6, we had a small fight over her ancestral vision which allowed me to resolve Jace. I ulted Jace for Ancestral and Gideon5 and cast a Gideon3 in the same turn
G2 - Clique went the entire distance after I draw-stepped an As foretold from her and she had 3 living ends in hand.
Round 2 - White Taxes (0-2)
G1 - He Mana locked me really early, and I wasn't really able to get anything going.
G2 -This was the most disappointing game loss for me. We got to like turn 20, I blanked on a verdict, settle, or Sphinx for about 8 draw steps, 2 Scries from Azcanta and a desperation Azcanta impulse. I just had all the outs and eventually died to a thraben inspector and a golem token.
Round 3 - Storm (2-1)
G1 - He misplayed his hand and fizzeled a combo turn but I think I had the leak to cover, can't recall. Either way an ambush snap on T2 went the whole distance.
G2 - I didn't find an answer to an early warrens, got killed
G3 - I had the verdict for the warrens and eventually surgical'd his PIF and he couldn't do anything. Snap + Clique got there.
As a not for this match, field of ruins put in work against Gigadrowse.
Round 4 - Jund (2-0)
G1 - he mulled to 5, never really got into it.
G2 - he tried to work through my counter-magic with Lilly last hope in hopes of ultimating or clearing the way for a blood moon. I eventually got a Gideon3 to smack it the turn before it ulted. Then he slammed the blood moon, and I fielded in response and played the sandbagged island from my hand and eventually got there on the Gideon3.
Round 5 - Esper Shadow (2-0)
G1 - He played well, had me believing he had a stub the whole game and I couldn't land my Gideon5. Eventually I was able to take him off enough land with fields that I could Mana leak a stub and then he tapped out for an angler and a lingering souls which I leaked instead. I played Gideon5 + Wall into a board of Snap and angler. He pushed the wall which kept him off black for souls, hit Gideon to 1. I Hit him down to 1 with Gid5 then settled his attackers, negated his souls. Was definitely an interesting game, he didn't have the stub.
G2 - Much less interesting, landed an early Trials, condemned a Tasigur, sphered a Lilly last hope and he locked out his lands.
Round 6 - Lantern (0-2)
Got to play against Elsik, very personable dude, definitely enjoyed playing against him despite getting owned.
G1 - Locked me really quickly, and I drew way too many dead cards.
G2 - I think I should have mulled a little more aggressively, but it was hard to throw back Sphere and Negate with lands and a snap. I didn't expect Tezzeret though, probably should have, got killed by 5/5 beats.
Round 7 - Affinity (2-0)
G1 - Caught him off gaurd with a settle, managed to take out all creatures including a inkmoth.
G2 - Mulled to 5 and won easily after resolving a Verdict and hitting a couple Blinkmoth with fields.
Round 8 - Elves (0-2)
G1 - Not very exciting game, kept a reasonable 7 in in the dark, something like path, seas, snap, snare 3 land, but never found a wrath, got overwhelmed pretty quickly by double CoCo.
G2 - Kept a 7 with Island, Island, Serum, serum Path, Verdict, Snap and didn't find a white source (which was colonnade) until the turn I died.
Overall, I really liked the 2 settle main, I feel like I might keep it going forward. I hit a 3-2 and a 4-1 in comp leagues with a near identical list (basically 1 main change: -1 Prairie Stream +1 Hallowed Fountain and 1 sideboard change: purge over something that I don't remember). I don't feel like I need RIP with this setup, I might move to a 3rd settle in the board, it feels like all the graveyard decks outside of storm are go-wide and just get wrecked by settle.
Not sure I would cut the 3rd verdict from the board, but also not sure I can justify 3 Settle and 3 verdict in the 75 (Although I would have had much better Elves and Taxes matches if I did).
Seas sucked for most of the matches, walls were great in the comp leagues, faced a lot of red snapcaster decks, but walls were pretty mediocre at the GP. Seas was good against Shadow, wall was good against Taxes (despite the disappointing loss, wall bought me a ton of time). I was never wanting for extra land denial in any of matches in the last couple days, 3 Seas 5 "Colorless LD seemed right.
Spell Snare has been awesome. I think it had application in something like 14 of my 18 matches over the last couple of days.
2 Cryptics was a concession to running the 2/2 verdict settle, I didn't want to run more than 7 4cmc spells. The number felt right, I still ended up boarding out cryptics in a large number of games.
The only other notable change is the 1-of Sphere. Barely noticed the change, didn't feel drastic. I drew it both games against lantern, and it just didn't do anything. Both games it was in my hand when he Thoughtseized me, and both times he took Sphinx Rev over it and I just couldn't find a good spot for Sphere. Haven't needed it against moon
The cards you want vs BGx are spell snare, think twice, 4x cryptics, snapcaster mage. You basically want as many unconditional spells as you can play and as many live top decks as you can play. Snare isn't unconditional, but it helps you not lose to their 1 drop 2 drop draws. Obviously if you play black, fatal push and esper charm are the nuts against BGx, but that's a different deck.
2 Condemn
3 Cryptic Command
2 Detention Sphere
4 Field of Ruin
4 Flooded Strand
1 Ghost Quarter
1 Gideon Jura
2 Gideon of the Trials
2 Glacial Fortress
1 Hallowed Fountain
5 Island
1 Jace, Architect of Thought
2 Negate
4 Path to Exile
3 Plains
4 Serum Visions
2 Snapcaster Mage
2 Spell Snare
1 Sphinx's Revelation
4 Spreading Seas
3 Supreme Verdict
2 Temple of Enlightenment
2 Wall of Omens
2 Dispel
1 Elspeth, Sun's Champion
1 Negate
2 Rest in Peace
2 Stony Silence
1 Supreme Verdict
2 Surgical Extraction
2 Thalia, Guardian of Thraben
1 Timely Reinforcements
Thanks in advance!
Aggro: Naya Burn RWG
Combo: Scapeshift RG
Control: Jeskai Control UWR
Legacy
Control: Miracles UW
Aggro: Burn R
Currently focusing on Pre-Modern (Mono-Black Discard Control) and Modern (Azorious Control, Temur Rhinos).
Find me at the Wizard's Tower in Ottawa every second Saturday afternoons.
Re: Settle - Thrun at number 2? I can't remember the last time I lost to a Thrun, 2016 maybe? Getting around totem armor has come in handy more than a couple times, and now after Pants-Tron wins the GP, it makes even more sense to have that on our radar. I never would have expected the Leylines though, so it might be time for disenchant-effects to make thier way back into the board, settle does target unfortunately.
@TomCourtenay - The list looks pretty normal outside of the 2 Condemn and 2 Negate. Condemn is pretty bad against storm and Tron, which you were worried about, although I do think the card has enough application in the meta to justify 1 copy, 2 is not necessary. The negate is pretty much the exact opposite of what I just said about condemn: it's good against storm and Tron, which you were worried about, but isn't good enough against the meta at large to include a second copy, imo.
2 Snapcaster Mage
2 Wall of Omens
Planeswalkers (3)
2 Gideon of the Trials
1 Gideon Jura
Spells (22)
4 Path to Exile
1 Secure the Wastes
4 Serum Visions
2 Spell Snare
2 Mana Leak
2 Negate
1 Sphinx's Revelation
3 Cryptic Command
3 Supreme Verdict
4 Spreading Seas
2 Detention Sphere
Lands (25)
3 Celestial Colonnade
4 Field of Ruin
4 Flooded Strand
1 Ghost Quarter
2 Glacial Fortress
1 Hallowed Fountain
5 Island
3 Plains
2 Temple of Enlightenment
2 Ceremonious Rejection
1 Condemn
2 Dispel
2 Surgical Extraction
1 Celestial Purge
1 Negate
2 Rest in Peace
2 Stony Silence
2 Rule of Law
This might be me suited to my meta at the moment. I've moved 1 Condemn to the side, Negate seems strong in my meta however. Rejection in the sideboard is also a must I forgot.
Cheers!
Aggro: Naya Burn RWG
Combo: Scapeshift RG
Control: Jeskai Control UWR
Legacy
Control: Miracles UW
Aggro: Burn R
Yeah I was going to write about this. What's the play now?
It's nice playing a control deck that doesn't sigh when you see a tron land turn one, but now that might not be the case. The 32nd place list is playing 2 colors and 4 basics.
I'm already playing one shadow of doubt. Tectonic edge isn't the answer, as we're playing celestial colonnade and sphinx's revelation. Is disallow or nimble obstructionist where we want to be? I've been playing with nimble obstructionist as bit, and there's this weird tension where in certain situations I can't tell if it's better as a 3/1 flash flyer or a 2 for 1.
We we're playing Colonnade and Rev long before field of ruins came along. Though, I do think Rev was a mistake before Ruin, but Colonnade has always been outstanding. My point is, we don't have to play Rev, in fact even with Field some players don't play Rev.
I don't need it to be game ending, I just need it to be effective. Field of ruins is much more effective in the vast majority of matches because usually we aren't actually trying to deny Mana, we are just using it as disruption. The problem is, in some matches we need it to be actual Mana denial, like Tron and shift, so that our leaks stay live long into the game, and if they start running 4-5 basics we are going to be back to square one; big Mana beats control. This is not a place I want to go considering that Tron is one of the most well represented strategy in modern.
UWB Esper Draw-Go Control (clicky)
UW Azorius Control (clicky)
Currently pursuing a degree in Biochemistry.
EDH: I've decided I don't like multiplayer formats.
Or how many do we run? A full playset?
I think 2 is actually a pretty safe bet, maybe 3. The better question is do we consider playing miracles now?
UWB Esper Draw-Go Control (clicky)
UW Azorius Control (clicky)
Currently pursuing a degree in Biochemistry.
EDH: I've decided I don't like multiplayer formats.
Which again makes Opt and Think Twice more interesting, because endstepping angels and terminusing manlands is a good thing.
UW Azorius Control
Modern
UW Azorius Control