What do you think about the small number of counters? Should I take out the izzet charms for 2 more mana leaks? I dont have cryptic right now but when I get them would I take out the 2 Mana Leak?
Spellskite is really nice tech but I don't feel like it really fits in here. Geist can't be targeted, Thundermaw and Colonnade already dodge anything that isn't path, and Snapcaster, while an effective beater over time, is not crucial to the beatdown plan; the flashback ability is the primary use, and keeping him alive is only of situational importance.
So then in your list, the things Spellskite would help with is keeping your Cliques and Mindcensors alive, and keeping the occasional bolt away from your face. It is nice in the sense that it forces your opponent to 2-for-1 himself to remove it if they don't have path or a board wipe, but you have to test and see how often you can force him to do that. There might be a better choice than Spellskite.
As for what I'd drop for him, the Mindcensors. I don't think they're that relevant anymore. Maybe if Melira Pod gets super popular because of the recent GP; otherwise, meh.
Spellskite is good versus Infect and Bogle too, if you're facing these decks frequently. I also like it versus RG Tron to redirect Karn's ability and buy a turn, but this probably isn't needed in this deck.
Spellskite is good versus Infect and Bogle too, if you're facing these decks frequently. I also like it versus RG Tron to redirect Karn's ability and buy a turn, but this probably isn't needed in this deck.
Yeah, I don't SB Spellskite to protect my creatures at all (although it helps), but because it single handedly owns Bogle, Infect, Twin and sometimes Burn. It's probably the best SB card in the format, honestly.
I also like that against Scapeshift the Spellskite forces them to do a 8+ land combo, and Aven Mindensor + Spellskite is effectively a soft lock.
And I wouldn't dare ever take the Mindcensors out... I'm even thinking of maindecking 3!! It's brutal against some of our worst matchups, mainly Pod, Scapeshift, Tron, and Gifts :thumbsup::thumbsup:
Common sense is the most fairly distributed thing in the world, for each one thinks he is so well-endowed with it that even those who are hardest to satisfy in all other matters are not in the habit of desiring more of it than they already have. - René Descartes
Yeah, I don't SB Spellskite to protect my creatures at all (although it helps), but because it single handedly owns Bogle, Infect, Twin and sometimes Burn. It's probably the best SB card in the format, honestly.
I also like that against Scapeshift the Spellskite forces them to do a 8+ land combo, and Aven Mindensor + Spellskite is effectively a soft lock.
And I wouldn't dare ever take the Mindcensors out... I'm even thinking of maindecking 3!! It's brutal against some of our worst matchups, mainly Pod, Scapeshift, Tron, and Gifts :thumbsup::thumbsup:
Thanks. I'm not sure how to deal with a turn one hexproof so I'm thinking I will bring in 2x Spellskite to the sideboard. Probably cutting Detention Sphere and 1x Sowing Salt. I don't know if the latter is really worth it, since it costs 4 and we have no ramp. Probably best to just rely on Stony Silence and counterspells.
Sowing Salt is good versus RG Tron if you delay them enough. Versus UW and UR (not really played anymore), it's good versus their plan B (hardcasting Eldrazi or Mindslaver lock), but does nothing versus plan A (Gifts/Unburial and Through the Breach) and you may even set yourself up for a quick loss tapping out for an early Sowing Salt.
Sowing Salt is good versus RG Tron if you delay them enough. Versus UW and UR (not really played anymore), it's good versus their plan B (hardcasting Eldrazi or Mindslaver lock), but does nothing versus plan A (Gifts/Unburial and Through the Breach) and you may even set yourself up for a quick loss tapping out for an early Sowing Salt.
Yeah, I'm still a noob with this deck but tapping out for a Sowing Salt seems like suicide. I could maybe see doing that when you can leave up counterspell mana, but at that stage of the game I would have thought it's too late for Sowing Salt to be effective.
Your mana base seems similar to mine, so im confident i can give some advice here.
So, whats exactly the problem with blood moon? i mean, fetching for basics wont make you lose the game, will it? And you can always counter that thing, just dont tap on T3 if you suspect they run it.
Also, i dont see why you would fetch a basic mountain T1. Thats just plain wrong, specially if you suspect a blood moon. Fetch for the land you need and bolt that shaman, the tempo gain is important and the land will turn into a mountain later so whats the problem? Also the 2 life hardly matter when you run helix.
I can see running 2 islands and 2 plains, but i dont think i would do it personally.
I have my fair share of loses against blood moon, but if thats really a problem, consider SBing for it, not making your mana base worse, annul works particularly well against it, so does having more disenchant effects.
If all else fails, you could try something like cromatic lantern i suppose, but i wouldnt touch that thing when smart and tight play are enough to beat blood moon.
the best way to beat blood moon is to play around it, which is easy to do if you know it's coming. the only time we are tapping out on our turn in for GoST (or Ajani in my list); there's nothing wrong with holding up a turn to counter a blood moon and slam the geist next turn.
also, fetching for basics is not as bad as it sounds.
Here is te list I have been using on mtgo. What changes would you make? So far I have only played against scapeshift affinity and Mono-U tron.
UWR Mtgo
Creatures 13
4 Geist
4 Snapcaster
3 Resto
2 Mindcensor
Don't bother too much with Sowing Salt versus U Tron. You're better off winning counter wars over something like Geist and just applying pressure (U Tron has problems with beaters that get through counters) for a quick win. The longer the game goes, the better for the Tron player.
It is good versus RG Tron. Just stall it for some turns with Remand and Leak, then Salt some Urza land.
Don't bother too much with Sowing Salt versus U Tron. You're better off winning counter wars over something like Geist and just applying pressure (U Tron has problems with beaters that get through counters) for a quick win. The longer the game goes, the better for the Tron player.
It is good versus RG Tron. Just stall it for some turns with Remand and Leak, then Salt some Urza land.
Yes, I've learned the strategy to beat Mono U and it's quite simple actually (and no, sowing salt sucks).
Basically, it all comes down to baiting one of their counters EOT. Sounds easy enough, but you'll probably really get it by Cliquing them or Snap + electrolyze, something which they care. Then, resolve a Geist and win. It's hilarious how they have absolutely no way of dealing with him, except for a single O-Stone.
They will desperately repeal and repeal the angel hoping to find an asnswer, quite amusing actually
So yeah, that's the trick, play draw-go, NEVER NEVER NEVER play on your turn unless they are tapped out (they have like 100000000 counters), and resolve a Geist. That is all. :nod::nod::nod:
MODERN :symu::symw: UW Tron :symu::symw:
4x Arid Mesa
4x Scalding Tarn
4x Celestial Colonnade
3x Hallowed Fountain
1x Eiganjo Castle
3x Steam Vents
2x Tectonic Edge
3x Island
1x Mountain
1x Plains
2x Aven Mindcensor
4x Snapcaster Mage
4x Geist of Saint Traft
1x Thundermaw Hellkite
3x Vendilion Clique
Instants & Sorceries (20)
4x Lightning Bolt
4x Lightning Helix
4x Electrolyze
3x Mana Leak
3x Path to Exile
2x Remand
1x Aven Mindcensor
1x Detention Sphere
2x Engineered Explosives
2x Negate
1x Path to Exile
2x Phantasmal Image
2x Relic of Progenitus
2x Sowing Salt
2x Stony Silence
Spellskite is really nice tech but I don't feel like it really fits in here. Geist can't be targeted, Thundermaw and Colonnade already dodge anything that isn't path, and Snapcaster, while an effective beater over time, is not crucial to the beatdown plan; the flashback ability is the primary use, and keeping him alive is only of situational importance.
So then in your list, the things Spellskite would help with is keeping your Cliques and Mindcensors alive, and keeping the occasional bolt away from your face. It is nice in the sense that it forces your opponent to 2-for-1 himself to remove it if they don't have path or a board wipe, but you have to test and see how often you can force him to do that. There might be a better choice than Spellskite.
As for what I'd drop for him, the Mindcensors. I don't think they're that relevant anymore. Maybe if Melira Pod gets super popular because of the recent GP; otherwise, meh.
UWRUWR Midrange/GeistRWU
Retired
GWBMelira PodBWG
Yeah, I don't SB Spellskite to protect my creatures at all (although it helps), but because it single handedly owns Bogle, Infect, Twin and sometimes Burn. It's probably the best SB card in the format, honestly.
I also like that against Scapeshift the Spellskite forces them to do a 8+ land combo, and Aven Mindensor + Spellskite is effectively a soft lock.
And I wouldn't dare ever take the Mindcensors out... I'm even thinking of maindecking 3!! It's brutal against some of our worst matchups, mainly Pod, Scapeshift, Tron, and Gifts :thumbsup::thumbsup:
4 Scalding Tarn
4 Celestial Colonnade
2 Hallowed Fountain
2 Steam Vents
1 Sacred Foundry
1 Sulfur Falls
1 Eiganjo Castle
2 Island
1 Mountain
1 Plains
2 Tectonic Edge
4 Geist of Saint Traft
3 Snapcaster Mage
2 Vendilion Clique
2 Aven Mindcensor
2 Restoration Angel
4 Lightning Helix
4 Lightning Bolt
2 Electrolyze
4 Path to Exile
2 Mana Leak
2 Cryptic Command
2 Rest In Peace
2 Counterflux
2 Stony Silence
2 Molten Rain / Sowing Salt
1 Tectonic Edge
2 Dampen Matrix
2 Negate
What do you guys think about:
a) 1x Moorland haunt fits in my manabase? If it does what should i cut? Perhaps 1x Celestial Colonnade whould be a good idea ?
b) What do you think of dampen matrix SB? Is it worth a shot?
If not i'm thinking of 1+ Vendilion Clique and 1+ detention Sphere or 1+ Detention Sphere and 1+ vendilion Clique
c) Do i cut something in MD for 1+ Vendilion Clique to make it 3x MD?
d) My meta is : Twin Exarch; Jund; RG Tron; Affinity; Living End and Infect.
What cards do i have to consider if my meta looks like above mentioned?
Thanks. I'm not sure how to deal with a turn one hexproof so I'm thinking I will bring in 2x Spellskite to the sideboard. Probably cutting Detention Sphere and 1x Sowing Salt. I don't know if the latter is really worth it, since it costs 4 and we have no ramp. Probably best to just rely on Stony Silence and counterspells.
So the deck would be
4x Arid Mesa
4x Scalding Tarn
4x Celestial Colonnade
3x Hallowed Fountain
3x Steam Vents
2x Tectonic Edge
1x Eiganjo Castle
3x Island
1x Mountain
1x Plains
4x Snapcaster Mage
4x Geist of Saint Traft
3x Vendilion Clique
2x Aven Mindcensor
1x Thundermaw Hellkite
Instants & Sorceries (20)
4x Lightning Bolt
4x Lightning Helix
4x Electrolyze
3x Mana Leak
3x Path to Exile
2x Remand
1x Aven Mindcensor
2x Engineered Explosives
2x Negate
1x Path to Exile
2x Phantasmal Image
2x Relic of Progenitus
1x Sowing Salt
2x Spellskite
2x Stony Silence
Yeah, I'm still a noob with this deck but tapping out for a Sowing Salt seems like suicide. I could maybe see doing that when you can leave up counterspell mana, but at that stage of the game I would have thought it's too late for Sowing Salt to be effective.
So, whats exactly the problem with blood moon? i mean, fetching for basics wont make you lose the game, will it? And you can always counter that thing, just dont tap on T3 if you suspect they run it.
Also, i dont see why you would fetch a basic mountain T1. Thats just plain wrong, specially if you suspect a blood moon. Fetch for the land you need and bolt that shaman, the tempo gain is important and the land will turn into a mountain later so whats the problem? Also the 2 life hardly matter when you run helix.
I can see running 2 islands and 2 plains, but i dont think i would do it personally.
I have my fair share of loses against blood moon, but if thats really a problem, consider SBing for it, not making your mana base worse, annul works particularly well against it, so does having more disenchant effects.
If all else fails, you could try something like cromatic lantern i suppose, but i wouldnt touch that thing when smart and tight play are enough to beat blood moon.
also, fetching for basics is not as bad as it sounds.
UWR Mtgo
Creatures 13
4 Geist
4 Snapcaster
3 Resto
2 Mindcensor
Spells 22
4 bolt
4 Helix
4 path
4 Electrolyze
4 Remand
2 Mana Leak
Land 25
4 Mesa
4 Tarn
2 Fountain
2 Vents
1 Foundry
4 Colonnade
1 Plains
2 Mountain
2 Island
3 Edge
Sb 15
1 Aven Mindcensor
2 Sowing Salt
3 Counterflux
3 Pyroclasm
2 Threads of Disloyalty
2 Disenchant
2 Celestial Purge
Sowing salt hasnt really been that helpful because it just gets countered.
MODERN :symu::symw: UW Tron :symu::symw:
It is good versus RG Tron. Just stall it for some turns with Remand and Leak, then Salt some Urza land.
Yes, I've learned the strategy to beat Mono U and it's quite simple actually (and no, sowing salt sucks).
Basically, it all comes down to baiting one of their counters EOT. Sounds easy enough, but you'll probably really get it by Cliquing them or Snap + electrolyze, something which they care. Then, resolve a Geist and win. It's hilarious how they have absolutely no way of dealing with him, except for a single O-Stone.
They will desperately repeal and repeal the angel hoping to find an asnswer, quite amusing actually
So yeah, that's the trick, play draw-go, NEVER NEVER NEVER play on your turn unless they are tapped out (they have like 100000000 counters), and resolve a Geist. That is all. :nod::nod::nod:
Yes, but what replaces Phantasmal Image in our sideboard?? How do we deal with Thrun? Wrath of God?