Splashing black for Crackling Doom wrecks both decks that play amulet (Bloom Titan and the R/G Breach Combo that sometimes runs it) since it kills Primetime and the few that try to ramp into or cheat out Emrakul. Path also ruin's regular Bloom Combo.
Their Hive Mind plan can be pretty annoying, but if you bring in Wear/Tear's it's not that bad unless they get the magical t1 kill.
Has anyone else found Jeskai charm to be good? I run it as a 1-of, and it's been doing work for me. I like the versatility of burn, removal, blanking their draw, or gaining life in a pinch. I've won a few games online with Jeskai Charm, but am I just overvaluing it?
Sowing salt works for me. Mana leak is a little weaker in this matchup, so I usually side em out g2. Aven Mindcensor is really good if you're on the play or they don't assemble tron immediately. Using Tectonic Edge intelligently is also a bid part of the matchup. Other than that, just make sure you counter the big things. It doesn't matter if they can drop Karn t3, if you have a hand of remand remand snapcaster. I don't usually have too much of a problem with regular RG Tron. It's UTron that gives me more trouble with their countermagic.
Anger is still great vs. pod, it wipes all of their persist creatures, dorks, viscera seer, melira, and blanks voice. It should definitely be kept in. And imo, Aven Mindcensor is better than Shadow in the side since it pressures their life total. Shadow is cheaper, and cantrips, and I used it in my side for a while, but I found Aven Mindcensor to just be a lot better.
I don't think Engineered Explosives needs to be main. I run Explosives and Batterskull in my side, and I only run 3 geists, since I hate having multiples. I play Eiganjo Castle and love that, I think it's definitely worth it. I'm personally not really a fan of Resto Angel, but it's a decent card and I can see reason for running it.
Not worth slowing down the mana base even more just to sometimes copy a Colonnade. 4 is plenty. If boardwipes are particularly good in your meta, you might be better off playing straight UWR Control.
@Sasky - True, the land destruction is scary, but I still don't think it's that bad of a matchup. Relic would be fine to side without screwing over your snapcasters.
Grafdigger's Cage also ruins Snapcaster Mage since it doesn't allow spells to be cast from graveyards
I recognize that the cage doesn't allow that, but given the choice between cage and rip, I think cage is the better choice. If it's removed, you've still got your grave there for snapcaster.
True, but I haven't found living end to be much of a problem. Hold up a counterspell for the inevitable Living End, and you're good. Remand is pretty great against it. If you don't draw into counterspells, then sure, you're screwed, but you're screwed in a lot of matchups that you draw no counterspells in.
RIP neuters Snapcaster though, I don't like that in the side. If anything, I think Grafdigger's Cage is better if you want grave hate, since it still prevents pod combos with persist creatures, but also keeps creatures from entering off of pod. It doesn't exile the grave, yeah, but I feel like that's better for Snapcaster. Personally, I've found 2 Stony Silences, 2 Anger of the Gods, and a Wrath of God going in in place of geists and a mana leak works just fine. Wear // Tear seems reasonable, as does Celestial Purge possibly (especially for kiki pod). It's a grindy one, but far from unwinnable.
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Not great against twin, but decent enough for the other matchups.
Their Hive Mind plan can be pretty annoying, but if you bring in Wear/Tear's it's not that bad unless they get the magical t1 kill.
Grafdigger's Cage also ruins Snapcaster Mage since it doesn't allow spells to be cast from graveyards
I recognize that the cage doesn't allow that, but given the choice between cage and rip, I think cage is the better choice. If it's removed, you've still got your grave there for snapcaster.