This is what I was planning on running tonight. Any last minute suggestions or feedback would be greatly appreciated.
Not a big fan of render silent, and the Counterflux should be in the sideboard for other control matchups. I would change these to 2 syncopates to be able to counter early Aggro threats or cards like grisly salvage in the Reanimator matchup.
Another thing, you NEED 3-4 Pillar of Flame in your 75. With this Aggro filled meta with a bunch of Voice of Resurgence's running around it really helps. I would cut 2 Izzet charms for 2 in the MB. Not sure what you use your sideboard cards for, but I'd recommend trying to fit 1-2 more pillars in there.
Ahh, and one more thing. Turn//Burn is your best removal card besides a miracled Terminus. I use 2 in the MB and 1 in the side. It's really strong with getting rid of hard to deal with threats (Thragtusk, AoS, Thundermaw Hellkite, etc).
This is what I was planning on running tonight. Any last minute suggestions or feedback would be greatly appreciated.
23 lands which include 3 special lands?? With plenty high casting cost cards in your deck...this seems dangerous. Add a Sulfur Falls and Clifftop Retreat. Or if you don't have the duals, a Plains and a Mountain.
I personally don't think Ral Zarek belongs in UWR Control...but some like him.
Agree w/ above poster about counterspell choices and Pillar of Flame.
Don't think Niv-Mizzet is needed here either.
2 Izzet Charm may be 1 too many. I see the benefit of running 1. Turn/Burn is also a card that deserves a look in the main.
Jace/Tamiyo/Renounce The Guilds is really all to say for this matchup. I drew the right cards and got to Pillar every blood artist.
Round 2
Bug Control Walkers
I feel as this is one of the easiest matchups for this deck, he tapped out a lot for Thragtusks/Lilly/JaceMemory which lead to a Warleader's Helix EoT into a turn 5 Thundermaw/Tamiyo/Jace Memory or Clone on Thragtusk.
Game 1 went a little long I was down to 7 cards before I got to him with Aetherling.
Game 2 he tapped out for a thrag on his turn 4, I had tamiyo and dropped her on 5 to tap thrag. Then consecutively cloned the Thrag, burned the thrag then board wiped after he killed my Thundermaw. Winded up taking it home with 2 Aetherlings on board
Game 3
B/G Midrange Rock.
Game 1 I was on the draw kept a 3 land hand and didn't draw a land for 6 turns, whatever dumb luck.
Game 2 I had a plethora of counterspells or Warleader's Helix for Lilly. Winded up taking it down with a Thundermaw and Aurelia combo. Turn // Burned most of the Thrags that came down.
Game 3 he stumbled a bit on land, I got to put a tamiyo out and tap his only green source. Got a Tamiyo Emblem Sphinx for 7 like 3 times and overwhelmed with Aetherling/Aurelia.
Jace/Tamiyo/Renounce The Guilds is really all to say for this matchup. I drew the right cards and got to Pillar every blood artist.
Round 2
Bug Control Walkers
I feel as this is one of the easiest matchups for this deck, he tapped out a lot for Thragtusks/Lilly/JaceMemory which lead to a Warleader's Helix EoT into a turn 5 Thundermaw/Tamiyo/Jace Memory or Clone on Thragtusk.
Game 1 went a little long I was down to 7 cards before I got to him with Aetherling.
Game 2 he tapped out for a thrag on his turn 4, I had tamiyo and dropped her on 5 to tap thrag. Then consecutively cloned the Thrag, burned the thrag then board wiped after he killed my Thundermaw. Winded up taking it home with 2 Aetherlings on board
Game 3
B/G Midrange Rock.
Game 1 I was on the draw kept a 3 land hand and didn't draw a land for 6 turns, whatever dumb luck.
Game 2 I had a plethora of counterspells or Warleader's Helix for Lilly. Winded up taking it down with a Thundermaw and Aurelia combo. Turn // Burned most of the Thrags that came down.
Game 3 he stumbled a bit on land, I got to put a tamiyo out and tap his only green source. Got a Tamiyo Emblem Sphinx for 7 like 3 times and overwhelmed with Aetherling/Aurelia.
Mizzium mortars has been doing bad for me lately. Lots of times ill have it in a hand with other 2 cost instant spells (Essence Scatter, Think Twice, etc). I just don't like the sorcery speed removal besides board wipes and pillars.
What do you guys think about running a singleton Restoration Angel? Seems like it would be good for blocking smaller Aggro creatures like Flinthoof Boar and Ash Zealot. Cedric Phillips made a good point in the latest Vs. video on SCG (funniest one I've seen btw) saying that if people know its in your deck, then they will have to play around it which gives the other deck even more to worry about which is exactly what we want.
Mizzium Mortars has been under-performing for me as well. I played about 30 casual games over the weekend with this deck, and I would say in 3/4 of them I was disappointed to draw MM.
I don't know what I want in that spot instead though, maybe a third Warleader's Helix, or a second Syncopate.
Mortars is really good at killing loxodon smiter and can wipe the board. And people dont expect resto in the control build so game 1 they wont play around it then as a singleton theres a real big chance they wont see it game one meaning they still wont play around it.
Going to SCG Philly this weekend, it's going to be great. I was trying to convince my group to play this (American Control), but everyone else voted for URW Geist. Since we all agreed to play the same deck, I guess I'm stuck with Geist for this time. Would've loved to represent us control players. Maybe next time...
If anyone is interested, here's the list I'm going to be running.
Posted this on the UWR Midrange thread, too. But thought it'd be good here, too.
Next daily I do, I'll try and make some better notes haha.
Played a MTGO Daily yesterday and went 3-1.
(You can see my decklist on page 5 of this thread...although on MTGO, I don't have Geist of Saint Traft as I didn't want to drop $100 on them on MTGO)
Round 1 vs. Naya Midrange (1-2)
He was playing Voice, Loxodon, Aurelia, Sigarda, Tusk, Reckoner, Huntmaster and the like. Game 1 I was able to stabilize the board and Assemble the Legion got out of hand for the win. Game 2 we both got to top-decking mode amazingly and he top-decked Aurelia, then Sigarda, while I topped a Land and a Syncopate...yay. Game 3 I threw away. Instead of casting Verdict on his lone Reckoner late game, I cloned it, then his next turn he drops Kessig Run and gets in to me enough to win (I had Aetherling waiting to come out next turn). I played incredibly bad Game 3. This match was winnable to say the least.
Round 2 vs. Bant Control (2-1)
Aetherling war! Game 1 Assemble the Legion took care of business and I easily handled his 3 Thragtusks (Turn/Burn you are awesome). Game 2 he got Aetherling online first, and I was a turn behind. Game 3, he again got Aetherling online first, BUT HE PLAYED IT WITH 6 LANDS! Hello, Supreme Verdict and next turn my own Aetherling. He made a big gamble playing it w/ no Blue left open...especially when by Game 3, he should know I have a few cards that can get rid of him. Game 3, I also had a Jace, Memory Adept in from the SB decking him at this point, too.
Round 3 vs. RDW (2-1)
He had an incredible opening hand and it was over by Turn 4. My starting hand had 2 lands w/ some good spells, which is typically okay, but not fast enough for this one. In goes 2 Izzet Staticaster, SB in my 4th Pillar, extra Terminus. Game 2, Turn 4 Verdict took care of business and I answered him 1 for 1 until Aetherling hit the field. Game 3 was much of the same. Verdict turn 4, Assemble turn 5, chump block for a bit, answer 1-for-1 until Assemble got too big. He had to Mulligan to 5 Game 3 and had a pretty less-than-optimal hand...but that's Magic for you.
Round 4 vs. RG Aggro (2-1)
Really, this match-up was almost a copy of the previous round. He won Game 1 very quickly, and Games 2 and 3 went my way. Early Pillars, Spears, Azorius Charms helped me get to the mid-game and he was top-decking before long which this deck obviously loves. He conceded the moment Aetherling resolved in Game 3.
All-in-all a good day. Jace, AoT was awesome as usual. The 1st match was on me as I likely should've won. Surprised I didn't see Jund or Reanimator as that's all I've seen in the 2-man's lately.
No real changes to the deck. I run 5 counters main (2 Dissipate, 1 Essence Scatter, 2 Syncopate) and I am wondering if going to 4 would be better. Although, counterspells were quite good for me during this tournament.
I have this deck in "real life", too...and I run 4 Geist of Saint Traft in my sideboard (which would've been awesome in those first 2 matches) but, again, I do not want to spend $100 on them for MTGO, too...woe is me.
I still think this deck has game against most of what's out there. And it's pretty customizable as well to suit certain styles.
Going to SCG Philly this weekend, it's going to be great. I was trying to convince my group to play this (American Control), but everyone else voted for URW Geist. Since we all agreed to play the same deck, I guess I'm stuck with Geist for this time. Would've loved to represent us control players. Maybe next time...
If anyone is interested, here's the list I'm going to be running.
PS, is anyone else here going? It'd be cool to meet up and say Hi or something.
I feel like Boros Charm is quite good in this version of UWR. Indestructible and Double Strike can be very relevant. I'd cut x1 Snapcaster, x1 Azorius Charm and maybe x1 Searing Spear for 3 Charms. I'm very attached to Think Twice in UWR...Have you ever felt you needed it in this deck?
I feel like Boros Charm is quite good in this version of UWR. Indestructible and Double Strike can be very relevant. I'd cut x1 Snapcaster, x1 Azorius Charm and maybe x1 Searing Spear for 3 Charms. I'm very attached to Think Twice in UWR...Have you ever felt you needed it in this deck?
Boros Cham could be good, ill have to test it out. As for think twice, I'd rather have spells in this deck that actually DO something instead of just drawing cards. You want as many spells to help clear the way for Geist as possible. We also have Azorius Charm to cycle if we're flooding out or something.
This is what I've been playing. I have been considering switching out Searing Spear for Izzet Charm. Thoughts?
If Aetherling sticks, there is a great chance of winning. The only thing keeping that from happening is Counterflux, so I added a Cavern of Souls. I was thinking about swapping a Plains out for another Cavern.
And on a separate note, with all the results UWR control is putting up in MTGO dailies, would it be appropriate to move this thread to either Proven or Established in Competitive?
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[COMMANDER] BBBMaga, Traitor to Mortals
[STANDARD] Tired of rotation
[MODERN] UWB Esper Draw-Go URB Grixis Control
my opponents see im using control game 1, then i throw in 4 cyclops and 2 dodges. All i need is a cyclops a dodge and a boros charm and its game if i save a negate to protect my cyclops.
i have pulled this off 3 times in game 2 on turn 4 for 10 unblockable double strike.
it usually comes in before thragtusk a opposing revelations can go off.
my opponents see im using control game 1, then i throw in 4 cyclops and 2 dodges. All i need is a cyclops a dodge and a boros charm and its game if i save a negate to protect my cyclops.
i have pulled this off 3 times in game 2 on turn 4 for 10 unblockable double strike.
it usually comes in before thragtusk a opposing revelations can go off.
I like to have a more reactive sideboard with cards to beat the big decks I expect to see, but if you wanted to transform the deck out of the side, I'd try to transform it to URW Geist Midrange, not a combo deck that requires 3 cards to win, and relies on them having no removal or prevention or counter. Doesn't seem super likely or consistent and from the perspective of a big tournament, its definitely not going to get you more than a few rounds before someone stops it or you miss a piece.
I like the thought of being able to double cast Sphinx's Revelation or Warleader's Helix.
Jace MA comes in against control, with removing coming out also dispel goes in
Graveyard hate against reanimator, as well as exile counterspells, and i take out light removal for those.
I like my main against aggro because thats what i have it tuned to beat. But geist can come in here as well as against midrange
UGQuirion DelverGU
RWUhttp://forums.mtgsalvation.com/showthread.php?p=10209544My American Control PrimerUWR
EDH
UWRZedruu ShenanigansRWU
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Chandra is sooo much fun. Not super competitive maybe but ive had some fun testing her and i really like playing with her shes just too slow.
UGQuirion DelverGU
RWUhttp://forums.mtgsalvation.com/showthread.php?p=10209544My American Control PrimerUWR
EDH
UWRZedruu ShenanigansRWU
Sig by DarkKnightCavalier
1 Ghost Quarter
1 Cavern of Souls
1 Desolate Lighthouse
3 Steam Vents
2 Sulfur Falls
2 Clifftop Retreat
4 Glacial Fortress
4 Hallowed Fountain
3 Sacred Foundry
3 Island
Creatures 5
1 Niv-Mizzet, Dracogenius
2 Aetherling
2 Snapcaster Mage
1Counterflux
1 Render Silent
2 Dissipate
4 Azorious Charm
2 Izzet Charm
3 Think Twice
3 Searing Spear
2 Spinx's Revelation
3 Warleader's Helix
Sorcery 5
3 Supreme Verdict
2 Terminus
Enchantment 1
1 Assemble the Legion
Plainswalkers 4
1 Ral Zarek
2 Tamiyo, the Moon Sage
1 Jace, Architect of Thought
2 Detention Sphere
1 Assemble the Legion
2 Aurelia, the Warleader
1 Thundermaw Hellkite
2 Rest in Peace
2 Negate
1 Warleader's Helix
2 Izzet Staticaster
1 Counterflux
1 Council of the Absolute
This is what I was planning on running tonight. Any last minute suggestions or feedback would be greatly appreciated.
Not a big fan of render silent, and the Counterflux should be in the sideboard for other control matchups. I would change these to 2 syncopates to be able to counter early Aggro threats or cards like grisly salvage in the Reanimator matchup.
Another thing, you NEED 3-4 Pillar of Flame in your 75. With this Aggro filled meta with a bunch of Voice of Resurgence's running around it really helps. I would cut 2 Izzet charms for 2 in the MB. Not sure what you use your sideboard cards for, but I'd recommend trying to fit 1-2 more pillars in there.
Ahh, and one more thing. Turn//Burn is your best removal card besides a miracled Terminus. I use 2 in the MB and 1 in the side. It's really strong with getting rid of hard to deal with threats (Thragtusk, AoS, Thundermaw Hellkite, etc).
23 lands which include 3 special lands?? With plenty high casting cost cards in your deck...this seems dangerous. Add a Sulfur Falls and Clifftop Retreat. Or if you don't have the duals, a Plains and a Mountain.
I personally don't think Ral Zarek belongs in UWR Control...but some like him.
Agree w/ above poster about counterspell choices and Pillar of Flame.
Don't think Niv-Mizzet is needed here either.
2 Izzet Charm may be 1 too many. I see the benefit of running 1. Turn/Burn is also a card that deserves a look in the main.
For the casting cost you're better off with counter flux since it can't be countered and not exiling it also makes it inferior to dissipate.
Modern: Eldrazi Tron, UW Tron, GR Tron, BW Tokens, WU Death and Taxes
Round 1
Aristocrats Act 2
Jace/Tamiyo/Renounce The Guilds is really all to say for this matchup. I drew the right cards and got to Pillar every blood artist.
Round 2
Bug Control Walkers
I feel as this is one of the easiest matchups for this deck, he tapped out a lot for Thragtusks/Lilly/JaceMemory which lead to a Warleader's Helix EoT into a turn 5 Thundermaw/Tamiyo/Jace Memory or Clone on Thragtusk.
Game 1 went a little long I was down to 7 cards before I got to him with Aetherling.
Game 2 he tapped out for a thrag on his turn 4, I had tamiyo and dropped her on 5 to tap thrag. Then consecutively cloned the Thrag, burned the thrag then board wiped after he killed my Thundermaw. Winded up taking it home with 2 Aetherlings on board
Game 3
B/G Midrange Rock.
Game 1 I was on the draw kept a 3 land hand and didn't draw a land for 6 turns, whatever dumb luck.
Game 2 I had a plethora of counterspells or Warleader's Helix for Lilly. Winded up taking it down with a Thundermaw and Aurelia combo. Turn // Burned most of the Thrags that came down.
Game 3 he stumbled a bit on land, I got to put a tamiyo out and tap his only green source. Got a Tamiyo Emblem Sphinx for 7 like 3 times and overwhelmed with Aetherling/Aurelia.
Overall good tourney for a 20 man FNM.
Will be going to a TCG Gold event Sunday.
Congrats and good luck at the gold event!!
UGQuirion DelverGU
RWUhttp://forums.mtgsalvation.com/showthread.php?p=10209544My American Control PrimerUWR
EDH
UWRZedruu ShenanigansRWU
Sig by DarkKnightCavalier
So true make sure you have some clone in your side
UGQuirion DelverGU
RWUhttp://forums.mtgsalvation.com/showthread.php?p=10209544My American Control PrimerUWR
EDH
UWRZedruu ShenanigansRWU
Sig by DarkKnightCavalier
i dont like that its a sorcery but other than that i like it.
also this is what im running. it went 3-1 first night but i feel it could be better.
also in casual stuff playing my friends i dont lose with this deck so i have played more than the 4 on that first night.
23 other lands
3 Snapcaster Mage
1 Restoration Angel
1 Niv-Mizzet, Dracogenius
1 Aetherling
1 Jace, Architect of Thought
1 Tamiyo, the Moon Sage
3 Think Twice
1 Sphinx's Revelation
4 Azorius Charm
4 Supreme Verdict
2 Turn // Burn
2 Syncopate
2 Dissipate
2 Burning Oil
2 Warleader's Helix
1 Boros Charm
2 Skullcrack
1 Searing Spear
1 Izzet Charm
3 Izzet Staticaster
1 Snapcaster Mage
2 Ghostly Quarter
2 Jace, Memory Adept
1 Ral Zarek
1 Niv-Mizzet, Dracogenius
1 Aetherling
1 Counterflux
1 Angel of Serenity
2 Detention Sphere
Slayers' Stronghold won me a game with my snappy just swinging away otherwise i dont use it until i got a good mana base. Also helps against control
also im working on getting more sphinx's so thats on the way to being 2 or 3
i know pillar should be in here but my LGS dosent have much need for it at the moment but as soon as i run into more voice's ill probably put it in.
also a one of boros charm as helped me a couple times too.
What do you guys think about running a singleton Restoration Angel? Seems like it would be good for blocking smaller Aggro creatures like Flinthoof Boar and Ash Zealot. Cedric Phillips made a good point in the latest Vs. video on SCG (funniest one I've seen btw) saying that if people know its in your deck, then they will have to play around it which gives the other deck even more to worry about which is exactly what we want.
I don't know what I want in that spot instead though, maybe a third Warleader's Helix, or a second Syncopate.
UGQuirion DelverGU
RWUhttp://forums.mtgsalvation.com/showthread.php?p=10209544My American Control PrimerUWR
EDH
UWRZedruu ShenanigansRWU
Sig by DarkKnightCavalier
If anyone is interested, here's the list I'm going to be running.
3 Restoration Angel
4 Snapcaster Mage
1 Thundermaw Hellkite
1 AEtherling
4 Geist of Saint Traft
Spells:
1 Detention Sphere
4 Azorius Charm
1 Dissipate
3 Searing Spear
2 Sphinx's Revelation
2 Syncopate
2 Turn
2 Warleader's Helix
1 Mizzium Mortars
3 Pillar of Flame
2 Ral Zarek
2 Clone
3 Izzet Staticaster
1 Dispel
2 Negate
2 Purify the Grave
1 Thundermaw Hellkite
1 Pillar of Flame
3 Supreme Verdict
PS, is anyone else here going? It'd be cool to meet up and say Hi or something.
Next daily I do, I'll try and make some better notes haha.
Played a MTGO Daily yesterday and went 3-1.
(You can see my decklist on page 5 of this thread...although on MTGO, I don't have Geist of Saint Traft as I didn't want to drop $100 on them on MTGO)
Round 1 vs. Naya Midrange (1-2)
He was playing Voice, Loxodon, Aurelia, Sigarda, Tusk, Reckoner, Huntmaster and the like. Game 1 I was able to stabilize the board and Assemble the Legion got out of hand for the win. Game 2 we both got to top-decking mode amazingly and he top-decked Aurelia, then Sigarda, while I topped a Land and a Syncopate...yay. Game 3 I threw away. Instead of casting Verdict on his lone Reckoner late game, I cloned it, then his next turn he drops Kessig Run and gets in to me enough to win (I had Aetherling waiting to come out next turn). I played incredibly bad Game 3. This match was winnable to say the least.
Round 2 vs. Bant Control (2-1)
Aetherling war! Game 1 Assemble the Legion took care of business and I easily handled his 3 Thragtusks (Turn/Burn you are awesome). Game 2 he got Aetherling online first, and I was a turn behind. Game 3, he again got Aetherling online first, BUT HE PLAYED IT WITH 6 LANDS! Hello, Supreme Verdict and next turn my own Aetherling. He made a big gamble playing it w/ no Blue left open...especially when by Game 3, he should know I have a few cards that can get rid of him. Game 3, I also had a Jace, Memory Adept in from the SB decking him at this point, too.
Round 3 vs. RDW (2-1)
He had an incredible opening hand and it was over by Turn 4. My starting hand had 2 lands w/ some good spells, which is typically okay, but not fast enough for this one. In goes 2 Izzet Staticaster, SB in my 4th Pillar, extra Terminus. Game 2, Turn 4 Verdict took care of business and I answered him 1 for 1 until Aetherling hit the field. Game 3 was much of the same. Verdict turn 4, Assemble turn 5, chump block for a bit, answer 1-for-1 until Assemble got too big. He had to Mulligan to 5 Game 3 and had a pretty less-than-optimal hand...but that's Magic for you.
Round 4 vs. RG Aggro (2-1)
Really, this match-up was almost a copy of the previous round. He won Game 1 very quickly, and Games 2 and 3 went my way. Early Pillars, Spears, Azorius Charms helped me get to the mid-game and he was top-decking before long which this deck obviously loves. He conceded the moment Aetherling resolved in Game 3.
All-in-all a good day. Jace, AoT was awesome as usual. The 1st match was on me as I likely should've won. Surprised I didn't see Jund or Reanimator as that's all I've seen in the 2-man's lately.
No real changes to the deck. I run 5 counters main (2 Dissipate, 1 Essence Scatter, 2 Syncopate) and I am wondering if going to 4 would be better. Although, counterspells were quite good for me during this tournament.
I have this deck in "real life", too...and I run 4 Geist of Saint Traft in my sideboard (which would've been awesome in those first 2 matches) but, again, I do not want to spend $100 on them for MTGO, too...woe is me.
I still think this deck has game against most of what's out there. And it's pretty customizable as well to suit certain styles.
I feel like Boros Charm is quite good in this version of UWR. Indestructible and Double Strike can be very relevant. I'd cut x1 Snapcaster, x1 Azorius Charm and maybe x1 Searing Spear for 3 Charms. I'm very attached to Think Twice in UWR...Have you ever felt you needed it in this deck?
Boros Cham could be good, ill have to test it out. As for think twice, I'd rather have spells in this deck that actually DO something instead of just drawing cards. You want as many spells to help clear the way for Geist as possible. We also have Azorius Charm to cycle if we're flooding out or something.
4 Steam Vents
4 Sulfur Falls
4 Hallowed Fountains
4 Glacial Fortress
4 Sacred Foundry
2 Clifftop Retreat
1 Desolate Lighthouse
1 Cavern of Souls
1 Island
1 Plains
Creatures:
2 Aetherling
3 Snapcaster Mage
Planeswalkers:
1 Tamiyo, Moon Sage
2 Jace, Architect of Thought
3 Azorius Charm
3 Think Twice
3 Sphinx's Revelation
4 Supreme Verdict
2 Pillar of Flame
2 Searing Spear
2 Warleader's Helix
1 Turn/Burn
1 Terminus
2 Dissipate
2 Syncopate
1 Essence Scatter
2 Terminus
2 Pillar of Flame
2 Oblivion Ring
2 Purify the Grave
2 Renounce the Guilds
1 Mizzium Mortars
1 Essence Scatter
1 Psychic Spiral
1 Turn/Burn
1 Counterflux
This is what I've been playing. I have been considering switching out Searing Spear for Izzet Charm. Thoughts?
If Aetherling sticks, there is a great chance of winning. The only thing keeping that from happening is Counterflux, so I added a Cavern of Souls. I was thinking about swapping a Plains out for another Cavern.
And on a separate note, with all the results UWR control is putting up in MTGO dailies, would it be appropriate to move this thread to either Proven or Established in Competitive?
[STANDARD] Tired of rotation
[MODERN] UWB Esper Draw-Go
URB Grixis Control
UGQuirion DelverGU
RWUhttp://forums.mtgsalvation.com/showthread.php?p=10209544My American Control PrimerUWR
EDH
UWRZedruu ShenanigansRWU
Sig by DarkKnightCavalier
when i go to game 2 i dont care what my opponents do.
i side in Nivix Cyclops, and artful dodge.
my opponents see im using control game 1, then i throw in 4 cyclops and 2 dodges. All i need is a cyclops a dodge and a boros charm and its game if i save a negate to protect my cyclops.
i have pulled this off 3 times in game 2 on turn 4 for 10 unblockable double strike.
it usually comes in before thragtusk a opposing revelations can go off.
I like to have a more reactive sideboard with cards to beat the big decks I expect to see, but if you wanted to transform the deck out of the side, I'd try to transform it to URW Geist Midrange, not a combo deck that requires 3 cards to win, and relies on them having no removal or prevention or counter. Doesn't seem super likely or consistent and from the perspective of a big tournament, its definitely not going to get you more than a few rounds before someone stops it or you miss a piece.
UGQuirion DelverGU
RWUhttp://forums.mtgsalvation.com/showthread.php?p=10209544My American Control PrimerUWR
EDH
UWRZedruu ShenanigansRWU
Sig by DarkKnightCavalier