Why does every deck i see run 4 of these? I personally like seeing a Dissipate in my hand over a Mana Leak. I know it is great for t2 counter, but there has been a game where i had to Leak a Sword 4 times to get it to go away. I auto included 4, just because it seemed normal, but now im debating on 2x Mana Leak and 4x Dissipate.
My personal take on the counter split has been changed recently to
3 Mana Leak
2 Dissipate
1 Negate
I used to run with the 4/2 split on leak/dissipate, but i felt running 4 caused dead card's late game.
I don't believe 4x dissipate is a good move. Depending on your variant (UB, Grixis, Esper, etc) you're not always going to see 2 untapped blue sources on turn 3. a better option may be the 3/3 split of leak dissipate or it is not uncommon to see the 4/2 split with one dissipate in the side.
Why does every deck i see run 4 of these? I personally like seeing a Dissipate in my hand over a Mana Leak. I know it is great for t2 counter, but there has been a game where i had to Leak a Sword 4 times to get it to go away. I auto included 4, just because it seemed normal, but now im debating on 2x Mana Leak and 4x Dissipate.
Depends on the deck. In "counterX" tempo decks your really don't want to play anything but Leaks because you're also running cheap creature threats that you want to protect. In that case, a Dissipate will be a dead draw till late game. Extending for that extra 1 U might hurt the speed of the deck dramatically. However, in control... 3 mana is nothing at all, and Dissipate is up in count, Leaks go down. I only run 2 Leaks in one of my control builds because it's almost more valuable for the other person to THINK I have 4 and it changes their game play.
I only run 2 Leaks in one of my control builds because it's almost more valuable for the other person to THINK I have 4 and it changes their game play.
Interesting thought... 2 mana is definitely the sweet spot for "oh crap, he's going to counter my Titan". But really, most decks in the current format are "out of the gate" style decks where they just lay their hands on the table and force through your wall of defenses. This idea of feigning 4 leaks and is only going to do anything against slower decks that play a few big guys with lots of support (ramp, control, tempo) rather than aggro which makes up a large chunk of the format, and also a large chunk of our unfavorable matchups (Gx, UB Zombies, humans).
Since most of the metagame is like that, the fact that Leak has CMC 2 is why it's a 4-of in every competitive list. I am worried about what we will become if we don't see a reprint, but that's a worry for another day. Essentially, the fact that Dissipate can't counter 2 drops on the play or 3 drops on the draw is why Leak is a 4-of and dissipate is not. And against Gx with dorks, we lose the ability to counter 3 drops on the play and 4 drops on the draw, which can really really suck.
Basically Leak is super fast and let's us do plays like Leak + GoFor on turn 4, whereas we'd have to pick between them if we had Dissipate instead.
Because the guy that can double leak will always beat the guy that can only dissipate once in a counter war. Also mana leak is less mana intensive in that you can keep a hand that is island, swamp, swamp, mana leak, go for the throat, think twice, drownyard, but if that leak is a dissipate the keep becomes sketchy because you can only stop creatures until you draw a second blue. Dissipate is fine counterspell, but the mirror and wolf run are the only matchups I'd want to see multiples while I'll take a hand with lands and double leak any day of the week
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Type 2 UBControlBU UWDelverWU BWUSuperfriendsUWB
Type 2 in development WBUCounterless Solar FlareBWU
Type 2 Retired UBWControlBUW RBVampiresBR GRValakutGR GElves!G GBEldrazi GreenBG
I don't get why you would ever want to run anything but 4 mana leaks. It stops turn 2 plays on the play and turn 3 on the draw. Both important turns for other decks. Anything less than 4 mana leaks in a U/B list is a no-no.
That's exactly true. Yes leak becomes a dead(ish) card for use later but by then if we don't have the board controlled we're basically in trouble anyhow. By turn 6-7 (when leak starts to fall down) we should have seen 15-20 cards of our deck (through draw/alchemy) which should have produced more than enough answers for nearly everything we worry about. If we fail to do that, dissipate won't be enough.
Leak is dead when your opponent has 9 mana, dissipate is dead when you've got 2 mana. I run a 4/3 Leak/Dissipate split, with the 4th dissipate in the side, has done me great so far and i wouldn't change it for anything.
My personal take on the counter split has been changed recently to
3 Mana Leak
2 Dissipate
1 Negate
I used to run with the 4/2 split on leak/dissipate, but i felt running 4 caused dead card's late game.
I don't believe 4x dissipate is a good move. Depending on your variant (UB, Grixis, Esper, etc) you're not always going to see 2 untapped blue sources on turn 3. a better option may be the 3/3 split of leak dissipate or it is not uncommon to see the 4/2 split with one dissipate in the side.
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That's what I'm running right now, and I wouldn't fault people for going to 2 Mana Leaks. It's just not that good against most decks right now, their spells are too cheap, or they can just play around it because you're only durdling to kill them with Drownyard anyway.
Yes leak becomes a dead(ish) card for use later but by then if we don't have the board controlled we're basically in trouble anyhow. By turn 6-7 (when leak starts to fall down) we should have seen 15-20 cards of our deck (through draw/alchemy) which should have produced more than enough answers for nearly everything we worry about.
This. This this this. Sure, playing around leak is easy and whatever, but it's pretty much impossible in the first 5-6 turns of the game, which is where we are fighting to survive. Leak stops whatever we want it to in the early game, and still retains value vs. bombs in the late game (most decks don't hit the "nine" mana, and that's what we run Dissipates for anyways.) If we could have 7 copies of Leak instead of 4 leaks and 3 dissipates or what have you, 7 wouldn't be the optimal number, because we do in fact need hard counters. But in the current meta, quick counters are more valuable than hard counters, and our boards help smooth out the differences for Wolfrun etc.
Mana Leak becomes dead at different times vs different decks. For ex. WRR usually strives for 9 mana to bypass leak since it's biggest threats are Titans at 6 CMC. UW Humans however can gain the ability to pay for leak at 7 mana when casting Hero of Bladehold at 4 CMC.
The big BUT is that UW Humans can't afford to wait till mana leak is "dead." Neither can Delver, RDW, Tempered Steel, Bx Zombies, Gx Aggro and other fast/midrange aggro non-ramp decks that this meta is cluttered with. If they are waiting to play around leak they are losing.
With that being said, mana leak rarely becomes "dead" other than vs Control and Ramp style strategies that can afford to play around it. Even in the "late game" with those aggro decks listed above, they rarely get to enough mana to play around leak because of their low land count in their decks. If those decks are able to play around leak, you are already winning.
By the time forbidden alchemy's are flashed back (as in when mana leak starts getting dead to cheap stuff like swords), is when the game swings to your favor greatly. It's staying alive to get to 6-7 lands is the hard part. Mana leak is the cheapest counter while still being versatile. I like to keep other hard counters in the board though.
Considering that most decks play around a badass 3-4 drop, I'd beg to differ.
Messenger, Geist, Crusaders, etc, all come down turn 3, and all of them are better off being countered. Sometimes some of them come down turn 2.
Furthermore, dissipate is 1UU, not 1U, which can make a huge difference.
-It isn't as cheap when backing up your threats
-You can't as easily snap-cast it back, or combine it with other removal
-You more frequently get mana screwed out of being able to play it on turn 3 (from having UBB lands).
There are loads of decks, decks which we have poor MU's against already, that you're better off having leaks against than dissipates. Decks that frequently get into Dissipate range, especially fairly quickly, are mostly not decks we have a hard time beating, as they like to put a lot of work into big threats we can take care of with fairly little mana. Plus, there's a reason why we have a sideboard.
I refer back to my previous point about you durdling with Drownyard and them easily playing around Mana Leak with their 3 mana threat (not to mention they have plenty of other threats you have to deal with that cost less mana).
if they are playing around your mana leaks, then mana leak is doing its job.
mana leak is a utility card, pure and simple. It gets other control decks to tap out so you can answer their threats unhindered, it also allows us to survive the early game against more aggressive decks. It forces many decks to play around mana leak, earning you up to 3 turns to come up with a more effective answer.
Sometimes double mana leak is perfectly fine when you're already way ahead in the CA department.
Because mana leak is less than adequate in the late turns, and because many of the decks we are week against win in the early turns, mana leak is an auto-4 of.
People doing the 3/1 mana leak/negate split... this is a ubx control forum. Not a tempo-blade forum.
Also, if you're patient, mana leak will almost always have something to do, because many people get greedy. "oh he didn't mana leak my hero, let me drop this blade splicer" ZING!
mana leak is a necessary evil, if you neglect it, you're doing it wrong. count out the number of times a dissipate does the job that a mana leak would have accomplished, and what extra plays you could have made with that one extra mana and you will see what i'm talking about. Just because we only remember the times that mana leak has rotted in our hands, doesn't mean that mana leak hasn't more than pulled its weight.
i would still really like to hear how people handle Solar Flare i have been surprise intercourse with that for a while now what is your gameplan and what do you sideboard in and out?
The idea in most decks that run Mana Leak is to get to the late game and Leak is one of the best cards to get to that point. You know your late game is going to be doing more powerful things than your opponent so you just need interactive spells that help get you to that point.
Like others have said, when Leak loses effectiveness, you are where you want to be in the game.
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States '09: 14th place. Aiming for better next year.
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I've decided to man up and get a playset of the pulses. Hopefully they are the reason why this deck can consistently win 1 out of three games but just cannot finish the match off
"When all is said and done Goblins will be all that remain."
-Common Sense
After you side out the leaks, do they still play around it as if you didn't? o:
Not in testing as we discuss these options, but in a game situation, most likely. Autumn's Veil comes in against UB control and usually that is used to enforce key spells. Another reason I board out all Leaks is you know they are likely to bring that card in. It is there to pad the early spells, so it basically says "NO" to mana leak, I just do them a favor and get rid of it.
I've decided to man up and get a playset of the pulses. Hopefully they are the reason why this deck can consistently win 1 out of three games but just cannot finish the match off
"When all is said and done Goblins will be all that remain."
-Common Sense
What do you board in instead? we already keep in all our kill spells against them, BSZ isn't really an ideal card vs them.
most sideboards don't have a whole lot to side in vs wrr, so what are you siding in by taking out the leaks?
I mean honestly, even replacing extra copies of kill spells (IE, doom blade) their autumns veil is just as, if not more effective. if you forgot autumn's veil makes their resolved creatures as well as their cast spells immune to blue AND black spells.
not having mana leak makes your spot removal much less effective and their veils just as effective.
not to mention it makes your dissipates just as dead, except now they have a better chance of making more of your counter magic dead, and really all they wanted to do was resolve their threat, being able to attack with their threat is just icing on the cake.
To your credit, BSZ is much more effective with huntmaster being a 4of is almost every serious wrr deck. but i still don't think that mana leak should be sided out.
i would still really like to hear how people handle Solar Flare i have been surprise intercourse with that for a while now what is your gameplan and what do you sideboard in and out?
What do you board in instead? we already keep in all our kill spells against them, BSZ isn't really an ideal card vs them.
most sideboards don't have a whole lot to side in vs wrr, so what are you siding in by taking out the leaks?
I mean honestly, even replacing extra copies of kill spells (IE, doom blade) their autumns veil is just as, if not more effective. if you forgot autumn's veil makes their resolved creatures as well as their cast spells immune to blue AND black spells.
not having mana leak makes your spot removal much less effective and their veils just as effective.
not to mention it makes your dissipates just as dead, except now they have a better chance of making more of your counter magic dead, and really all they wanted to do was resolve their threat, being able to attack with their threat is just icing on the cake.
To your credit, BSZ is much more effective with huntmaster being a 4of is almost every serious wrr deck. but i still don't think that mana leak should be sided out.
Sideboard against WRR is as follows (Main WRR list is identical to Kibler's) -4 Mana Leak, -1 Nihil Spellbomb, -1 Ratchet Bomb, -1 Nephalia Drownyard, -1 Tragic Slip, + 2 Despise, +2 Wurmcoil Engine, +1 Go for the Throat, +1 Flashfreeze, +1 Dissipate, +1 Ghost Quarter.
The Mana Leak are usually dead fast, and after board, dead nearly all the time. It's just a bad match for the Leak. Despise does not miss. I had one game where the opponent was about to curve out after resolving a Thrun. I cast Despise, saw 2 Prime, took 1, cast Snapcaster, flashed back Despise and took the other. He was left with Autum's Veil and a land. I cannot stress how important this card is in the matchup. Wurmcoil Engine is obvious because it allows killing everything and having guys still. It stops Thrun, it gives you a stable life total, and with the Curse out, it allows you to do really silly things with BSZ, like wrath for 3 and still pwn with the Wurm. I think the rest is pretty obvious.
Oh, this is not my main list. This is a list from a PT or something. It is the one I play but it's not my deck.
I've decided to man up and get a playset of the pulses. Hopefully they are the reason why this deck can consistently win 1 out of three games but just cannot finish the match off
"When all is said and done Goblins will be all that remain."
-Common Sense
see, i don't understand the point of siding out 4 mana leak, only to side in 2 counter spells.
looking at this list, i would
-1 ratchet bomb -1 nihil -3 BSZ -1 drownyard -1 tragic slip
+1 ghost quarter +1 image +2 wurmcoil +1 flashfreeze +2 despise
Mana leaks are not dead very fast. their threats worth countering are either worth 4 and are played early, or worth 6, and if they wait and play around leak, chances are dissipate is going to be that much better. If they have veil, mana leak is no worse than dissipate, and multiple counter spells are going to be better than despise when they are relying on GSZ or topdeck anyways.
i would still really like to hear how people handle Solar Flare i have been surprise intercourse with that for a while now what is your gameplan and what do you sideboard in and out?
see, i don't understand the point of siding out 4 mana leak, only to side in 2 counter spells.
looking at this list, i would
-1 ratchet bomb -1 nihil -3 BSZ -1 drownyard -1 tragic slip
+1 ghost quarter +1 image +2 wurmcoil +1 flashfreeze +2 despise
Mana leaks are not dead very fast. their threats worth countering are either worth 4 and are played early, or worth 6, and if they wait and play around leak, chances are dissipate is going to be that much better. If they have veil, mana leak is no worse than dissipate, and multiple counter spells are going to be better than despise when they are relying on GSZ or topdeck anyways.
This is by no means my declaration of optimal side-boarding. I think Image has a place in this and I have yet to work him in. Black Sun Zenith is a very important card in the matchup as it is the only card in your deck that can kill Thrun. Black Sun Zenith helps out a ton against the weaker creatures as well. You can spend turn 2 and maybe 3 (If they don't cast dangerous spells into Dissipate) drawing cards. This is VERY important in this match because they are going to be resolving the spells that will kill you once they hit 6 or 7 land and you need to have a game plan, if you are leaking early stuff, you will be short on cards and short on counters both. In other matchups you make this trade because turns 5, 6, and 7 will allow some draw spells, but this matchup is just the opposite. The better plan is to just plan to draw cards for a few turns since they will likely let you, dig yourself a ditch, and prepare for a war. If you have noticed, with UB control, you win the game when you have 6 cards and your opponent has zero. From there it is usually Sphinx, protected or not, and GG due to massive card advantage. That card advantage can be built up on the early turns when they are doing very little, and this is where I find myself winning games against WRR. Being able to deal with each threat as it comes, then resolving a Wurm or Sphinx, and simply winning due to extending the game out to the point that I can start Flashing back Alchemy or resolving Blue Sun's Zenith.
I would also like to note that unless it is going to cost you a ton of life/poison, don't play the Curse until you can cast a counter or a GftT as well. The only reason I warn of this is because sometimes you get behind a Titan and it results in you digging for GftT and Snapcasters for a few turns. You can still win but it's not fun and they get a ton of land in the meantime which means now all of their dudes are viable threats. It's best to tank what you can and just stay in control, even if it looks good to shut off a couple Inkmoth and a shrink a Solem... do the math and just wait a bit longer if you can.
I've decided to man up and get a playset of the pulses. Hopefully they are the reason why this deck can consistently win 1 out of three games but just cannot finish the match off
"When all is said and done Goblins will be all that remain."
-Common Sense
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Why does every deck i see run 4 of these? I personally like seeing a Dissipate in my hand over a Mana Leak. I know it is great for t2 counter, but there has been a game where i had to Leak a Sword 4 times to get it to go away. I auto included 4, just because it seemed normal, but now im debating on 2x Mana Leak and 4x Dissipate.
3 Mana Leak
2 Dissipate
1 Negate
I used to run with the 4/2 split on leak/dissipate, but i felt running 4 caused dead card's late game.
I don't believe 4x dissipate is a good move. Depending on your variant (UB, Grixis, Esper, etc) you're not always going to see 2 untapped blue sources on turn 3. a better option may be the 3/3 split of leak dissipate or it is not uncommon to see the 4/2 split with one dissipate in the side.
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Depends on the deck. In "counterX" tempo decks your really don't want to play anything but Leaks because you're also running cheap creature threats that you want to protect. In that case, a Dissipate will be a dead draw till late game. Extending for that extra 1 U might hurt the speed of the deck dramatically. However, in control... 3 mana is nothing at all, and Dissipate is up in count, Leaks go down. I only run 2 Leaks in one of my control builds because it's almost more valuable for the other person to THINK I have 4 and it changes their game play.
Interesting thought... 2 mana is definitely the sweet spot for "oh crap, he's going to counter my Titan". But really, most decks in the current format are "out of the gate" style decks where they just lay their hands on the table and force through your wall of defenses. This idea of feigning 4 leaks and is only going to do anything against slower decks that play a few big guys with lots of support (ramp, control, tempo) rather than aggro which makes up a large chunk of the format, and also a large chunk of our unfavorable matchups (Gx, UB Zombies, humans).
Since most of the metagame is like that, the fact that Leak has CMC 2 is why it's a 4-of in every competitive list. I am worried about what we will become if we don't see a reprint, but that's a worry for another day. Essentially, the fact that Dissipate can't counter 2 drops on the play or 3 drops on the draw is why Leak is a 4-of and dissipate is not. And against Gx with dorks, we lose the ability to counter 3 drops on the play and 4 drops on the draw, which can really really suck.
Basically Leak is super fast and let's us do plays like Leak + GoFor on turn 4, whereas we'd have to pick between them if we had Dissipate instead.
UBControlBU
UWDelverWU
BWUSuperfriendsUWB
Type 2 in development
WBUCounterless Solar FlareBWU
Type 2 Retired
UBWControlBUW
RBVampiresBR
GRValakutGR
GElves!G
GBEldrazi GreenBG
Legacy
UWStonebladeWU
EDH
GWRhys the RedeemedWG
GWURafiq of the ManyUWG
GRWMayael the AnimaWRG
GBW Control
UWB Esper Thing Control
That's what I'm running right now, and I wouldn't fault people for going to 2 Mana Leaks. It's just not that good against most decks right now, their spells are too cheap, or they can just play around it because you're only durdling to kill them with Drownyard anyway.
This. This this this. Sure, playing around leak is easy and whatever, but it's pretty much impossible in the first 5-6 turns of the game, which is where we are fighting to survive. Leak stops whatever we want it to in the early game, and still retains value vs. bombs in the late game (most decks don't hit the "nine" mana, and that's what we run Dissipates for anyways.) If we could have 7 copies of Leak instead of 4 leaks and 3 dissipates or what have you, 7 wouldn't be the optimal number, because we do in fact need hard counters. But in the current meta, quick counters are more valuable than hard counters, and our boards help smooth out the differences for Wolfrun etc.
The big BUT is that UW Humans can't afford to wait till mana leak is "dead." Neither can Delver, RDW, Tempered Steel, Bx Zombies, Gx Aggro and other fast/midrange aggro non-ramp decks that this meta is cluttered with. If they are waiting to play around leak they are losing.
With that being said, mana leak rarely becomes "dead" other than vs Control and Ramp style strategies that can afford to play around it. Even in the "late game" with those aggro decks listed above, they rarely get to enough mana to play around leak because of their low land count in their decks. If those decks are able to play around leak, you are already winning.
Considering that most decks play around a badass 3-4 drop, I'd beg to differ.
Messenger, Geist, Crusaders, etc, all come down turn 3, and all of them are better off being countered. Sometimes some of them come down turn 2.
Furthermore, dissipate is 1UU, not 1U, which can make a huge difference.
-It isn't as cheap when backing up your threats
-You can't as easily snap-cast it back, or combine it with other removal
-You more frequently get mana screwed out of being able to play it on turn 3 (from having UBB lands).
There are loads of decks, decks which we have poor MU's against already, that you're better off having leaks against than dissipates. Decks that frequently get into Dissipate range, especially fairly quickly, are mostly not decks we have a hard time beating, as they like to put a lot of work into big threats we can take care of with fairly little mana. Plus, there's a reason why we have a sideboard.
mana leak is a utility card, pure and simple. It gets other control decks to tap out so you can answer their threats unhindered, it also allows us to survive the early game against more aggressive decks. It forces many decks to play around mana leak, earning you up to 3 turns to come up with a more effective answer.
Sometimes double mana leak is perfectly fine when you're already way ahead in the CA department.
Because mana leak is less than adequate in the late turns, and because many of the decks we are week against win in the early turns, mana leak is an auto-4 of.
People doing the 3/1 mana leak/negate split... this is a ubx control forum. Not a tempo-blade forum.
Also, if you're patient, mana leak will almost always have something to do, because many people get greedy. "oh he didn't mana leak my hero, let me drop this blade splicer" ZING!
mana leak is a necessary evil, if you neglect it, you're doing it wrong. count out the number of times a dissipate does the job that a mana leak would have accomplished, and what extra plays you could have made with that one extra mana and you will see what i'm talking about. Just because we only remember the times that mana leak has rotted in our hands, doesn't mean that mana leak hasn't more than pulled its weight.
well said
Frites
Naya Pod
Like others have said, when Leak loses effectiveness, you are where you want to be in the game.
States '09: 14th place. Aiming for better next year.
States '10: 12th place. Aiming for better next year.
Idaho State Champ: 2011
States '12: 5th place.
I also have 2 Despise in my SB so you can kind of count them as Mana Leaks, but they never miss, rot, and they get Thrun.
"When all is said and done Goblins will be all that remain."
-Common Sense
After you side out the leaks, do they still play around it as if you didn't? o:
Not in testing as we discuss these options, but in a game situation, most likely. Autumn's Veil comes in against UB control and usually that is used to enforce key spells. Another reason I board out all Leaks is you know they are likely to bring that card in. It is there to pad the early spells, so it basically says "NO" to mana leak, I just do them a favor and get rid of it.
"When all is said and done Goblins will be all that remain."
-Common Sense
most sideboards don't have a whole lot to side in vs wrr, so what are you siding in by taking out the leaks?
I mean honestly, even replacing extra copies of kill spells (IE, doom blade) their autumns veil is just as, if not more effective. if you forgot autumn's veil makes their resolved creatures as well as their cast spells immune to blue AND black spells.
not having mana leak makes your spot removal much less effective and their veils just as effective.
not to mention it makes your dissipates just as dead, except now they have a better chance of making more of your counter magic dead, and really all they wanted to do was resolve their threat, being able to attack with their threat is just icing on the cake.
To your credit, BSZ is much more effective with huntmaster being a 4of is almost every serious wrr deck. but i still don't think that mana leak should be sided out.
8 Island
6 Swamp
4 Darkslick Shores
4 Drowned Catabomb
3 Nephalia Drownyard
2 Ghost Quarter
Spells
4 Mana Leak
2 Dissipate
4 Think Twice
3 Forbidden Alchemy
1 Blue Sun's Zenith
2 Go for the Throat
3 Black Sun's Zenith
Creatures
2 Consecrated Sphinx
3 Snapcaster Mage
Other Permanents
2 Liliana of the Veil
2 Curse of Death's Hold
1 Ratchet Bomb
1 Nihil Spellbomb
1 Ghost Quarter
1 Nephalia Drownyard
1 Nihil Spellbomb
1 Phantasmal Image
2 Wurmcoil Engine
1 Flashfreeze
1 Go for the Throat
1 Negate
1 Sever the Bloodline
2 Surgical Extraction
2 Despise
Sideboard against WRR is as follows (Main WRR list is identical to Kibler's) -4 Mana Leak, -1 Nihil Spellbomb, -1 Ratchet Bomb, -1 Nephalia Drownyard, -1 Tragic Slip, + 2 Despise, +2 Wurmcoil Engine, +1 Go for the Throat, +1 Flashfreeze, +1 Dissipate, +1 Ghost Quarter.
The Mana Leak are usually dead fast, and after board, dead nearly all the time. It's just a bad match for the Leak. Despise does not miss. I had one game where the opponent was about to curve out after resolving a Thrun. I cast Despise, saw 2 Prime, took 1, cast Snapcaster, flashed back Despise and took the other. He was left with Autum's Veil and a land. I cannot stress how important this card is in the matchup. Wurmcoil Engine is obvious because it allows killing everything and having guys still. It stops Thrun, it gives you a stable life total, and with the Curse out, it allows you to do really silly things with BSZ, like wrath for 3 and still pwn with the Wurm. I think the rest is pretty obvious.
Oh, this is not my main list. This is a list from a PT or something. It is the one I play but it's not my deck.
"When all is said and done Goblins will be all that remain."
-Common Sense
looking at this list, i would
-1 ratchet bomb -1 nihil -3 BSZ -1 drownyard -1 tragic slip
+1 ghost quarter +1 image +2 wurmcoil +1 flashfreeze +2 despise
Mana leaks are not dead very fast. their threats worth countering are either worth 4 and are played early, or worth 6, and if they wait and play around leak, chances are dissipate is going to be that much better. If they have veil, mana leak is no worse than dissipate, and multiple counter spells are going to be better than despise when they are relying on GSZ or topdeck anyways.
This is by no means my declaration of optimal side-boarding. I think Image has a place in this and I have yet to work him in. Black Sun Zenith is a very important card in the matchup as it is the only card in your deck that can kill Thrun. Black Sun Zenith helps out a ton against the weaker creatures as well. You can spend turn 2 and maybe 3 (If they don't cast dangerous spells into Dissipate) drawing cards. This is VERY important in this match because they are going to be resolving the spells that will kill you once they hit 6 or 7 land and you need to have a game plan, if you are leaking early stuff, you will be short on cards and short on counters both. In other matchups you make this trade because turns 5, 6, and 7 will allow some draw spells, but this matchup is just the opposite. The better plan is to just plan to draw cards for a few turns since they will likely let you, dig yourself a ditch, and prepare for a war. If you have noticed, with UB control, you win the game when you have 6 cards and your opponent has zero. From there it is usually Sphinx, protected or not, and GG due to massive card advantage. That card advantage can be built up on the early turns when they are doing very little, and this is where I find myself winning games against WRR. Being able to deal with each threat as it comes, then resolving a Wurm or Sphinx, and simply winning due to extending the game out to the point that I can start Flashing back Alchemy or resolving Blue Sun's Zenith.
I would also like to note that unless it is going to cost you a ton of life/poison, don't play the Curse until you can cast a counter or a GftT as well. The only reason I warn of this is because sometimes you get behind a Titan and it results in you digging for GftT and Snapcasters for a few turns. You can still win but it's not fun and they get a ton of land in the meantime which means now all of their dudes are viable threats. It's best to tank what you can and just stay in control, even if it looks good to shut off a couple Inkmoth and a shrink a Solem... do the math and just wait a bit longer if you can.
"When all is said and done Goblins will be all that remain."
-Common Sense