Yep, counterflux is great against Scape, and personally I have removed my Sowing Salts from the SB and substituted them with
1x Tectonic Edge
1x Surgical Extraction
I think this package is much more solid against Scapeshift (removing a Valakut with Surgical or even a Stomping Grounds can be gg) and Tron, since having 3 Tectonics after SB is great on its own and you can cause the same effect as Sowing Salt with Surgical at the cost of 0 mana and 2 life (and easily Snapcasterable)
What if you never see that Surgical? I feel like you need at least 2 for it to be effective.
^ doesnt matter if you dont see it, its not like you need it to win, its just another nail in the coffin.
With that Sb, i guess it would depend on what you think will see most play, but personally, if its mindsensor vs snare, i think i would go with snare. Its still useful against scapeshift even if it doesnt stop them completely like sensor,since it can win counter wars agaisnt their remands. It also protects geist from pyroclasm and hits sylvan scrying, so its useful agaisnt tron too.
Still, there are matches in which its dead weight (not a lot, but there are, like living end, it literally does nothing there)
Dispel is a bad card, and sowing salt doesnt do enough, with a timely activated tectonic edges you should be able to stop tron, and no decent scapeshift player will play valakut agaisnt our deck for fear of sowing salt/molten rain, and they can even counter it, so its useless.
Yep, counterflux is great against Scape, and personally I have removed my Sowing Salts from the SB and substituted them with
1x Tectonic Edge
1x Surgical Extraction
I think this package is much more solid against Scapeshift (removing a Valakut with Surgical or even a Stomping Grounds can be gg) and Tron, since having 3 Tectonics after SB is great on its own and you can cause the same effect as Sowing Salt with Surgical at the cost of 0 mana and 2 life (and easily Snapcasterable)
Beware of Prismatic Omen if you chase after the stomping grounds.
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Current Decks:
Modern
Modern Warp / UR Control / UR Storm / Naya Breachshift / ElectroBalance
Legacy
Solidarity / Lands / Sneak and Show / Grixis Delver / Reanimator / Belcher / Storm / Dredge
What do you guys think of Batterskull main? I think that belongs to sb, because against some decks you just can't play it because of blowout (Scapeshift, Pod, Tron, Twin, Infect), not so good against combo but very good against aggro, control, mirror.
And what you think of Cryptic Command(yeah its the best counter and that), i find it not good enough against Scapeshift, UTron, Twin , because again they just remand it and you lose, but against some deck can do faerie tales. I packing 2-3x Counterflux SB for sure.
I run 2x Sphinx's Revelation MB and i find it very good i think we can afford it, we run 25 lands.
All of these choices are meta dependent, honestly. I wouldn't dream of maindecking Batterskull at my LGS, because I'm forced to be the beatdown almost every match. If I don't have the game more or less in the bag by turn 5, I'm not winning anyway, and a Batterskull won't be enough to save me. However, I recognize that it works amazingly for many people in their environments. Same goes for Cryptic Command. I tested it, and found that in my meta it was always too little too late. It's a great card, but 1UUU is just too much mana for what it does for me. However, others here can attest to how wonderfully it's worked for them, and I don't doubt that it has. Counerflux, on the other hand, has pulled more than its own weight for me. An uncounterable counter is amazing in my control and combo-heavy metagame. I have yet to test Revelation, but from what I've heard it crushes Jund (which is literally nonexistent at my LGS) and other aggro, but not so good against control, which just has a better late game than us. And combo will presumably go off before you get enough mana for it to do much. Since the only aggro deck I see regularly is vengevine, I'd rather just stick with Rest in Peace and a lot of removal. But that's great that it works well for you!
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"I am confident that if anyone actually
penetrates our facades, even the most
perceptive would still be fundamentally
unprepared for the truth of House Dimir."
Im finding that this deck does very well without cryptics...but I feel I should ask if, to any other people, it seems like the deck feels like it should be cutting restoration angel entirely. I am not finding a profitable interaction for this deck while playing with it but I found that the 3/4 body was more sturdy than vendilion clique so I kept on in a 2/2 split of resto angel ven clique till I cut cryptic and now resto seems like a card that sits in hand. I saw Lightning Angel play very well at the recent GP and I kinda wanted to bring that up to see what ppl had to say.
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Decks I have in my bag of tricks- Needless to say, someone who wants to play will probably have a deck UB/x Faeries UR Storm XURWB Affinity G Elves UW control
While resto is not as impressive here as in a straight UW shell with wall of omens, clique and blade splicer, its still better than lightning angel, even if just for the fact that its another way of protecting geist.
The La deck was a more controlish build that literally gained nothing from the blink, so it made sense to make the switch, here i would argue that we run a few more creatures, so the blinking is more relevant.
i think i'm now on the "no sphinx" plan. it always seems like the worst card, because it's utility is singular--only when you reach late game with a bunch of lands up after trading card advantage does it matter. and even then there's no guarantee that it does.
i think i'd rather have 2 more tempo-ish slots. what about running ajani vengeant in the midrange variant? here's my decklist swapping 2 sphinx for 2 ajani:
I think Ajani V. is a fine choice. As is Restoration Angel. As is Venser, Shaper Savant. There are a multitude of cards to play in your 2-4 flex slots, so whatever works for you, have at it.
i though about it, too, but then i came up with the conclusion that it's a very different deck. That one was designed to be the beater, always, and ran just very very cheap counterspells so it didn't need to stay fully open with mana since a U land could have been enough. For us is different, we need to stay stapped and play in opponent's turn. We ONLY tap ourselves for GoST in the MUs that really need it (aka Tron, scapeshift, etc).
Ghost i think you are mistaking the nature of this deck a bit.
What you are aiming to play sounds a lot like control to me, since you want heavy counterspells in big numbers, big finishers like sphinxs rev, and to stay untapped to make EoT plays as much as possible.
In the traditional UWR midrange the deck aims to be the aggresor and drop a big threath after another, curving out to overpower your opponent.
While it can play the control role (we have snapcaster, removal and counters) we needs to be the aggresor in every game, hence the name "midrange".
By definition, midrange decks are aggresive, they try curve out as much as possible and rarely do they want to be playing defense, except against faster and more aggresive decks (aka RDW, zoo, RG aggro, affinity, etc)
This deck is really flexible, and that lets you get away with playing like a control deck, but i think you are wasting a little bit of this decks strong points while being so defensive. We can play aggresive games, and we can easily trade with jund and junk, since our cards are as good as theirs, and we are prepared to 2-1 as much as they do.
Purpuosely putting yourself in the control role seems like a mistake here, that would be something that the wafo tapa UWR will shine at.
Still, seeing that your meta is full of aggro, it does make sense for you to play like a control deck, but again, i think you would do better with a pure control deck.
On another note, for those of you that have played with ajani, how was he? im interested in adding 1 or 2, but im not sure hes what i want here. Also, is he any better than elspeth?
On another note, for those of you that have played with ajani, how was he? im interested in adding 1 or 2, but im not sure hes what i want here. Also, is he any better than elspeth?
He looks like he clears the path for Geist pretty well, that's for sure. Swinging for 9 in the air is pretty brutal though, even if they can attack you right back. I haven't tested any walkers in my build, preferring the 2 sphinx's rev main as of right now.
To address another point, maybe I'm weird, but I'm perfectly content with casting Sphinx on X=2 or 3 at EoT if I'm on empty or have nothing else to burn or counter. I don't feel the need to wait until I can cast it for X = 5 or 6. On average, any card you pull in this deck is powerful and (usually) relevant to the current game state. Even drawing an extra 2 or 3 can be enough to put you way ahead. Plus it can always be Snappied later if the game drags on. I can definitely see the need to side it out in aggro matchups, but until I'm losing consistently because of it I'll probably keep it in the main. Although, the walkers are excellent replacements to consider...
Ajani should be good for keeping Birthing Pod tapped too, right?
I'm not keeping up with all the discussion here, but I see a general confusion between the two variants of the archetype. They play *very* differently.
To me, the Control version should play Cryptic, Revelation and Mana Leak over Remand.
The midrange version wants to apply pressure early and often, so Cryptic and Revelation are too slow (if you're playing Revelation for 2 you should just be playing Think Twice anyway). That's why this version also makes Lightning Angel playable - coupled with all the burn and Thiago, connecting with an Angel (survives Bolt and Pyroclasm) three times should be enough. In this version Remand is also way better than Leak, as all you need is delaying your opponent while drawing more Burn or cantrips.
Ghost i think you are mistaking the nature of this deck a bit.
What you are aiming to play sounds a lot like control to me, since you want heavy counterspells in big numbers, big finishers like sphinxs rev, and to stay untapped to make EoT plays as much as possible.
In the traditional UWR midrange the deck aims to be the aggresor and drop a big threath after another, curving out to overpower your opponent.
While it can play the control role (we have snapcaster, removal and counters) we needs to be the aggresor in every game, hence the name "midrange".
By definition, midrange decks are aggresive, they try curve out as much as possible and rarely do they want to be playing defense, except against faster and more aggresive decks (aka RDW, zoo, RG aggro, affinity, etc)
This deck is really flexible, and that lets you get away with playing like a control deck, but i think you are wasting a little bit of this decks strong points while being so defensive. We can play aggresive games, and we can easily trade with jund and junk, since our cards are as good as theirs, and we are prepared to 2-1 as much as they do.
Purpuosely putting yourself in the control role seems like a mistake here, that would be something that the wafo tapa UWR will shine at.
Still, seeing that your meta is full of aggro, it does make sense for you to play like a control deck, but again, i think you would do better with a pure control deck.
On another note, for those of you that have played with ajani, how was he? im interested in adding 1 or 2, but im not sure hes what i want here. Also, is he any better than elspeth?
Forget Ajani, Ral Rarek is the real deal, I've run him as a 2-of for a week now and he is usually the nuts, mainly because the +1 is so useful to mess up with the opponents counters, tapping random blockers, giving your creatures vigilance, attacking with a Turn 5 Colonnade...
And he usually "starts" with 5 loyalty he is very difficult to kill. The bolt is obviously good, as always, period.
I will finally post what I personally think is the best list for Geist of Saint Win tomorrow, but I wanted to make a detailed post explaining all my choices.
Forget Ajani, Ral Rarek is the real deal, I've run him as a 2-of for a week now and he is usually the nuts, mainly because the +1 is so useful to mess up with the opponents counters, tapping random blockers, giving your creatures vigilance, attacking with a Turn 5 Colonnade...
And he usually "starts" with 5 loyalty he is very difficult to kill. The bolt is obviously good, as always, period.
I will finally post what I personally think is the best list for Geist of Saint Win tomorrow, but I wanted to make a detailed post explaining all my choices.
:p:p:p
I tried Ral Zarek, and I just think he's borderline. His +1 does tap blockers, jump up Celestial Colonnade, futz with opposing Cryptic Commands, leave up counter mana, and untap stuff like Thundermaw Hellkite, but in a deck without many creatures, he's so, so weak to being swung back into. He tends to die in 1-2 swings from the average deck that can swing into him (mainly because I -2 him first if there's something that dies to Bolt, so the remaining guys have a good chance of slashing through 5 loyalty). Ajani V isn't so vulnerable to being swung back into because his +1 actually freezes guys (who swung). Sometimes, I felt that Lyev Skyknight was better than Ral because it didn't die to a swinging Goyf. (I've tested Skyknight, and it actually pulled its weight last time I tried it. It's evasive, it clears the way for Traft for just long enough, and it swings afterwards.)
He is better against Exarch Twin than Ajani Vengeant is (futzes with Remand, taps Spellskite, leaves up counter mana), but I found him underwhelming and eventually cut 1 of my 2 copies for a Cryptic Command. (At least his ultimate nearly always wins games.) (As for his performance against Scapeshift, I tended to only get openings to cast him way too late. Heck, there was actually 1 game where I ulted him, got 2 extra turns, couldn't assemble board presence in those 2 turns, and lost to Scapeshift when my opponent finally untapped.)
Ral Zarek Belongs in a creature based deck that can defend him. This would be with Boros Reckoner , or Restoration Angel. I am eager to run a more creature based modern and standard RWU. As for Modern however, I can see Aurelia here as well. If you are swinging twice with GoST coupled with Ral tapping down a blocker, it could be really good. I'd have to agree that Remand is better here because if you are on the beatdown it's a huge tempo loss for them. Also if you Ultimate Ral and you draw into Aurelia or Reckoner, it could be GG. This is of course a very different deck, but I thought since this is Midrange, it would be nice for somebody to give a try. Ral loves the 1CMC spells.
Hey quick question and forgive my asking, but Counterspell isn't banned correct? Why doesn't it make the list even though Cryptic needs 3 UUU? Or is it better suited for a 2 color deck?
Hi all, I've been randomly following this thread for ideas as I'm thinking about dipping my toe into Modern and thought UWR Tempo would be a fun and competitive deck to play. I have a Modern GP coming up in October (Brisbane) but have never played Modern before.
I was wondering if I could get some game-play tips for this deck and/or for Modern in general. Sideboarding help in particular would be good as well as knowing what spells are really important to counter and which ones would be ok to let through in a pinch.
Are there any good video resources of people playing UWR that I can watch?
The deck I'm in the process of building (based on ideas I've seen online and in this thread) follows. I'm keen to go the "Tempo" route rather than "Control". Many thanks for any thoughts.
3x Lightning Angel (in place of Thundermaw Hellkite, one Vendilion Clique and one Geist of Saint Traft. Not sure what this would mean for my mana base. Probably a Sacred Foundry for a Steam Vents?) 2x Spell Snare (sideboard only?) 2x Remand (going to 4 main deck, cutting Mana Leaks) 2x Dispel (for the sideboard) 1x Ajani Vengeant (does he belong in the Tempo version of this deck?)
I'd rather play 4 Path to Exile before I touch Turn // Burn in this deck. The only things PtE can't deal with and Turn&Burn can are Thragtusk, Reveillark, and stuff with protection from white. Those are rare enough that I'd rather pay 1 mana to remove nearly everything and risk that slot being dead against combo than pay 5 mana to kill nearly anything and have it moonlight as Magma Jet. (And in testing in RUG decks, I've never been lucky enough to Turn anything without Burning it at the same time.)
In the meantime, Turn&Burn can't touch regenerators (mainly Varolz) or anything with 2 or more +1/+1 counters on it (Experiment One, Gavony Township, Scavenging Ooze if it arrives, etc.).
IMO, Turn&Burn has a firm niche in UR, RUG, and Grixis, but it loses that niche in UWR.
Yes, I tried 1 Turn/Burn too and, while it was nice to kill a Reveillark with it (and potentially a Sundering Titan), almost all the time I wished it was a PtE instead of a 5-mana removal. In RUG it's awesome though, because that's one of the few ways to remove a Wurmcoil, etc profitably.
By the way, even if I don't particularly like it, I've gone up to 4 PtE main because, simply put, it's the best removal in the format against most of Moderns top decks which require the creatures to be exiled (Pod, Tron...) and, since almost ALL of the combo decks are creature based, I can't think of any matchup where it's truly dead (WUR Control I guess, since Eggs died and Storm is still niche).
-3 Lightning angel, +1/+2 restoration angel, +2/+1 vendilion clique, depends on how many combo you expect to face.
And i would change those izzet charms for either spell snare or cryptic command.
Also, while not mandatory, it would be nice to swap some of those checklands for fetchlands, 8 is the ideal number i think.
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What if you never see that Surgical? I feel like you need at least 2 for it to be effective.
UWRUWR Midrange/GeistRWU
Retired
GWBMelira PodBWG
With that Sb, i guess it would depend on what you think will see most play, but personally, if its mindsensor vs snare, i think i would go with snare. Its still useful against scapeshift even if it doesnt stop them completely like sensor,since it can win counter wars agaisnt their remands. It also protects geist from pyroclasm and hits sylvan scrying, so its useful agaisnt tron too.
Still, there are matches in which its dead weight (not a lot, but there are, like living end, it literally does nothing there)
Dispel is a bad card, and sowing salt doesnt do enough, with a timely activated tectonic edges you should be able to stop tron, and no decent scapeshift player will play valakut agaisnt our deck for fear of sowing salt/molten rain, and they can even counter it, so its useless.
Beware of Prismatic Omen if you chase after the stomping grounds.
Modern Warp / UR Control / UR Storm / Naya Breachshift / ElectroBalance
Solidarity / Lands / Sneak and Show / Grixis Delver / Reanimator / Belcher / Storm / Dredge
All of these choices are meta dependent, honestly. I wouldn't dream of maindecking Batterskull at my LGS, because I'm forced to be the beatdown almost every match. If I don't have the game more or less in the bag by turn 5, I'm not winning anyway, and a Batterskull won't be enough to save me. However, I recognize that it works amazingly for many people in their environments. Same goes for Cryptic Command. I tested it, and found that in my meta it was always too little too late. It's a great card, but 1UUU is just too much mana for what it does for me. However, others here can attest to how wonderfully it's worked for them, and I don't doubt that it has. Counerflux, on the other hand, has pulled more than its own weight for me. An uncounterable counter is amazing in my control and combo-heavy metagame. I have yet to test Revelation, but from what I've heard it crushes Jund (which is literally nonexistent at my LGS) and other aggro, but not so good against control, which just has a better late game than us. And combo will presumably go off before you get enough mana for it to do much. Since the only aggro deck I see regularly is vengevine, I'd rather just stick with Rest in Peace and a lot of removal. But that's great that it works well for you!
"I am confident that if anyone actually
penetrates our facades, even the most
perceptive would still be fundamentally
unprepared for the truth of House Dimir."
UB/x Faeries
UR Storm
XURWB Affinity
G Elves
UW control
The La deck was a more controlish build that literally gained nothing from the blink, so it made sense to make the switch, here i would argue that we run a few more creatures, so the blinking is more relevant.
i think i'd rather have 2 more tempo-ish slots. what about running ajani vengeant in the midrange variant? here's my decklist swapping 2 sphinx for 2 ajani:
4 Snapcaster Mage
4 Geist of Saint Traft
3 Restoration Angel
Spells - 21
4 Lightning Bolt
4 Cryptic Command
3 Path to Exile
3 Lightning Helix
3 Electrolyze
2 Remand
2 Mana Leak
Land - 26
4 Arid Mesa
4 Scalding Tarn
4 Celestial Colonnade
3 Steam Vents
2 Hallowed Fountain
2 Tectonic Edge
2 Island
1 Sacred Foundry
1 Mystic Gate
1 Seachrome Coast
1 Plains
1 Mountain
2 Wrath of God
2 Sowing Salt
2 Stony Silence
2 Negate
2 Celestial Purge
1 Path to Exile
1 Surgical Extraction
1 Supreme Verdict
1 Spell Pierce
1 Render Silent??? (dropping 3rd sphinx)
Ghost i think you are mistaking the nature of this deck a bit.
What you are aiming to play sounds a lot like control to me, since you want heavy counterspells in big numbers, big finishers like sphinxs rev, and to stay untapped to make EoT plays as much as possible.
In the traditional UWR midrange the deck aims to be the aggresor and drop a big threath after another, curving out to overpower your opponent.
While it can play the control role (we have snapcaster, removal and counters) we needs to be the aggresor in every game, hence the name "midrange".
By definition, midrange decks are aggresive, they try curve out as much as possible and rarely do they want to be playing defense, except against faster and more aggresive decks (aka RDW, zoo, RG aggro, affinity, etc)
This deck is really flexible, and that lets you get away with playing like a control deck, but i think you are wasting a little bit of this decks strong points while being so defensive. We can play aggresive games, and we can easily trade with jund and junk, since our cards are as good as theirs, and we are prepared to 2-1 as much as they do.
Purpuosely putting yourself in the control role seems like a mistake here, that would be something that the wafo tapa UWR will shine at.
Still, seeing that your meta is full of aggro, it does make sense for you to play like a control deck, but again, i think you would do better with a pure control deck.
On another note, for those of you that have played with ajani, how was he? im interested in adding 1 or 2, but im not sure hes what i want here. Also, is he any better than elspeth?
He looks like he clears the path for Geist pretty well, that's for sure. Swinging for 9 in the air is pretty brutal though, even if they can attack you right back. I haven't tested any walkers in my build, preferring the 2 sphinx's rev main as of right now.
To address another point, maybe I'm weird, but I'm perfectly content with casting Sphinx on X=2 or 3 at EoT if I'm on empty or have nothing else to burn or counter. I don't feel the need to wait until I can cast it for X = 5 or 6. On average, any card you pull in this deck is powerful and (usually) relevant to the current game state. Even drawing an extra 2 or 3 can be enough to put you way ahead. Plus it can always be Snappied later if the game drags on. I can definitely see the need to side it out in aggro matchups, but until I'm losing consistently because of it I'll probably keep it in the main. Although, the walkers are excellent replacements to consider...
UWRUWR Midrange/GeistRWU
Retired
GWBMelira PodBWG
I'm not keeping up with all the discussion here, but I see a general confusion between the two variants of the archetype. They play *very* differently.
To me, the Control version should play Cryptic, Revelation and Mana Leak over Remand.
The midrange version wants to apply pressure early and often, so Cryptic and Revelation are too slow (if you're playing Revelation for 2 you should just be playing Think Twice anyway). That's why this version also makes Lightning Angel playable - coupled with all the burn and Thiago, connecting with an Angel (survives Bolt and Pyroclasm) three times should be enough. In this version Remand is also way better than Leak, as all you need is delaying your opponent while drawing more Burn or cantrips.
Forget Ajani, Ral Rarek is the real deal, I've run him as a 2-of for a week now and he is usually the nuts, mainly because the +1 is so useful to mess up with the opponents counters, tapping random blockers, giving your creatures vigilance, attacking with a Turn 5 Colonnade...
And he usually "starts" with 5 loyalty he is very difficult to kill. The bolt is obviously good, as always, period.
I will finally post what I personally think is the best list for Geist of Saint Win tomorrow, but I wanted to make a detailed post explaining all my choices.
:p:p:p
I tried Ral Zarek, and I just think he's borderline. His +1 does tap blockers, jump up Celestial Colonnade, futz with opposing Cryptic Commands, leave up counter mana, and untap stuff like Thundermaw Hellkite, but in a deck without many creatures, he's so, so weak to being swung back into. He tends to die in 1-2 swings from the average deck that can swing into him (mainly because I -2 him first if there's something that dies to Bolt, so the remaining guys have a good chance of slashing through 5 loyalty). Ajani V isn't so vulnerable to being swung back into because his +1 actually freezes guys (who swung). Sometimes, I felt that Lyev Skyknight was better than Ral because it didn't die to a swinging Goyf. (I've tested Skyknight, and it actually pulled its weight last time I tried it. It's evasive, it clears the way for Traft for just long enough, and it swings afterwards.)
He is better against Exarch Twin than Ajani Vengeant is (futzes with Remand, taps Spellskite, leaves up counter mana), but I found him underwhelming and eventually cut 1 of my 2 copies for a Cryptic Command. (At least his ultimate nearly always wins games.) (As for his performance against Scapeshift, I tended to only get openings to cast him way too late. Heck, there was actually 1 game where I ulted him, got 2 extra turns, couldn't assemble board presence in those 2 turns, and lost to Scapeshift when my opponent finally untapped.)
Hey quick question and forgive my asking, but Counterspell isn't banned correct? Why doesn't it make the list even though Cryptic needs 3 UUU? Or is it better suited for a 2 color deck?
I was wondering if I could get some game-play tips for this deck and/or for Modern in general. Sideboarding help in particular would be good as well as knowing what spells are really important to counter and which ones would be ok to let through in a pinch.
Are there any good video resources of people playing UWR that I can watch?
The deck I'm in the process of building (based on ideas I've seen online and in this thread) follows. I'm keen to go the "Tempo" route rather than "Control". Many thanks for any thoughts.
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
Some other ideas I'm toying with...
2x Spell Snare (sideboard only?)
2x Remand (going to 4 main deck, cutting Mana Leaks)
2x Dispel (for the sideboard)
1x Ajani Vengeant (does he belong in the Tempo version of this deck?)
In the meantime, Turn&Burn can't touch regenerators (mainly Varolz) or anything with 2 or more +1/+1 counters on it (Experiment One, Gavony Township, Scavenging Ooze if it arrives, etc.).
IMO, Turn&Burn has a firm niche in UR, RUG, and Grixis, but it loses that niche in UWR.
By the way, even if I don't particularly like it, I've gone up to 4 PtE main because, simply put, it's the best removal in the format against most of Moderns top decks which require the creatures to be exiled (Pod, Tron...) and, since almost ALL of the combo decks are creature based, I can't think of any matchup where it's truly dead (WUR Control I guess, since Eggs died and Storm is still niche).
What do you guys think?
Creatures 12
4 Snapcaster Mage
4 Geist of Saint Traft
3 Lightning Angel
1 Batterskull
Spells 23
4 Lightning Bolt
4 Lightning Helix
4 Path to Exile
4 Electrolyze
3 Remand
2 Mana Leak
2 Izzet Charm
Land 25
4 Celestial Colonnade
3 Scalding Tarn
1 Arid Mesa
2 Hallowed Fountain
2 Steam vents
2 sacred Foundry
3 Sulfur Falls
2 Glacial Fortress
1 Island
1 Plains
1 Mountain
3 Tectonic Edge
I own restoration angels as well as mana leaks and another Lightning Angel. What would you change?
MODERN :symu::symw: UW Tron :symu::symw:
And i would change those izzet charms for either spell snare or cryptic command.
Also, while not mandatory, it would be nice to swap some of those checklands for fetchlands, 8 is the ideal number i think.