It is, but the opportunity cost to land it early is really harsh. You usually need your first 4-5 turns to stabilise the game and Search doesn't help to do it. So you would want to land it at a time period, where Mystical Teachings is already up and running which is usually better than Search (cause you find exactly what you need). It is only better in the late game where we run low on Teachings to find us stuff, so that we have any form of mana sink.
That is at least what I found out about Search, when I tested it.
Greetings,
Kathal
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What I play or have:
Modern/Legacy
either funpolice (Delver, Deathcloud, UW Control) or the fun decks (especially those ft. Griselbrand)
Current Modern Decks BG Elves // "He's back. And he brought his friends. And their friends." BG The Rock // "Dwayne Johnson approved." RU Izzet Phoenix // "If you can't beat 'em, join 'em." UGW Bant Spirits // "Super Ghost Bros." BUG Sultai Wildnerness Teachings // "How many turns did I just take again?" C Colorless Eldrazi // "Smash you."
With all our fetches and remands, Search is psuedo-ramp, though.
It could be, but it's probably ramping you post 4 lands. Fetch + cycle illumination T1, fetch + search t2, bin that top card + land + remand the thing is only 5 cards by t4 and you've only interacted with one spell on t3. By then it could be too late or you're remanding something that they can potentially cast againright afterwards (like bolt).
I think search generates value later in the game post t4 where you've traded resources a bit and are stabilizing and then dig towards answers or something to turn the corner with.
I don't know if it's worth a dead card in hand before then though, as the deck has so much mana and draw you can just do what search does anyway.
I don't think these slow CA engines are that great in this deck when you're facing down something like hardened scales or burn (which together form a significant enough part of the meta to make me steer away from them).
The SCG list ran 4 trophy in the main and I think it's a fantastic solution. It hits everything that isn't hexproof and eventually yields diminishing returns because your opponent probably already kept a 2-3 land hand. Not many modern decks have mana sinks. You're still dealing with a significant chunk of their threats while naturally moving towards landing reclamation and taking over the game.
I wouldn't be surprised to see 4 trophy 2+ decay eventually and just overload on 2 cmc unconditional answers.
So I just stumbled upon Mnemonic Betrayal and I'm wondering how the return to graveyard trigger works with Wilderness Reclamation, because I kind of want to try using this in a control mirror if there's a way to get all the extra mana before the exiled cards return to the grave.
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Current Modern Decks BG Elves // "He's back. And he brought his friends. And their friends." BG The Rock // "Dwayne Johnson approved." RU Izzet Phoenix // "If you can't beat 'em, join 'em." UGW Bant Spirits // "Super Ghost Bros." BUG Sultai Wildnerness Teachings // "How many turns did I just take again?" C Colorless Eldrazi // "Smash you."
So I just stumbled upon Mnemonic Betrayal and I'm wondering how the return to graveyard trigger works with Wilderness Reclamation, because I kind of want to try using this in a control mirror if there's a way to get all the extra mana before the exiled cards return to the grave.
You control all relevant triggers, so you should be able to stack them in the order you want. So you'd stack this, then the Recs. Resolve recs, floating mana, then cast w/e and resolve this.
Oooooooooo okay. Now I REALLY wanna try this as a one of
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Current Modern Decks BG Elves // "He's back. And he brought his friends. And their friends." BG The Rock // "Dwayne Johnson approved." RU Izzet Phoenix // "If you can't beat 'em, join 'em." UGW Bant Spirits // "Super Ghost Bros." BUG Sultai Wildnerness Teachings // "How many turns did I just take again?" C Colorless Eldrazi // "Smash you."
So I just stumbled upon Mnemonic Betrayal and I'm wondering how the return to graveyard trigger works with Wilderness Reclamation, because I kind of want to try using this in a control mirror if there's a way to get all the extra mana before the exiled cards return to the grave.
You control all relevant triggers, so you should be able to stack them in the order you want. So you'd stack this, then the Recs. Resolve recs, floating mana, then cast w/e and resolve this.
Not quite.
1. Main-phase cast Mnemonic Betrayal (it's a Sorcery).
2. Proceed to End Step
3. Mnemonic Betrayal and Reclamation trigger.
4. Stack Betrayal First, then Reclamation.
5. Tap all lands to float mana.
6. Reclamation resolves, untaps lands; tap all lands again for mana.
7. Cast any instants or cards with flash in your opponent's graveyard, because this is the end step and you can't cast sorceries or creatures
8. Betrayal resolves.
It doesn't quite work like you think it does; and is a bit more limited in how this deck generates big mana. There's a reason only instants are played in it.
Yep, my idea is to cast instants end step, but if I have Rec out, cast other stuff during main phases.
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Current Modern Decks BG Elves // "He's back. And he brought his friends. And their friends." BG The Rock // "Dwayne Johnson approved." RU Izzet Phoenix // "If you can't beat 'em, join 'em." UGW Bant Spirits // "Super Ghost Bros." BUG Sultai Wildnerness Teachings // "How many turns did I just take again?" C Colorless Eldrazi // "Smash you."
Yep, my idea is to cast instants end step, but if I have Rec out, cast other stuff during main phases.
I think against control they just don't cast anything while betrayal is doing its thing and then start interacting after it's gone away.
There aren't many modern decks that would have a ton of relevant cards that I can think of outside of maybe burn/Phoenix/storm? I think it's too slow for these matches.
Mm, well my idea for the control mirror is to wait until mid/late game, resolve a betrayal, and then use whatever is relevant from their grave. Yes, it's super unlikely I'll get to counter anything with the Cryptic in their yard, but getting a bounce/taps/draw is still nice while also removing the possibility that they find a way through snap or something else to flash it back. Then again, I'm still completely new to playing control decks (unless Red Prison counts lol) so I might be talking out my butt here.
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Current Modern Decks BG Elves // "He's back. And he brought his friends. And their friends." BG The Rock // "Dwayne Johnson approved." RU Izzet Phoenix // "If you can't beat 'em, join 'em." UGW Bant Spirits // "Super Ghost Bros." BUG Sultai Wildnerness Teachings // "How many turns did I just take again?" C Colorless Eldrazi // "Smash you."
It should pointed out that Mmemonic Betrayal had a combo with bloodchieves ascention. Somethings ascention. Cars go in the yard and whammy.
With wildernes R out, whqt do people thibk of Savor The Moment? 1UU sorcery, take a new turn, but no regular untapping at the beginning. Good with snapcaster mage? So many turns.
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I have dyslexia, no I am not going to spell check for you, yes you have to live with the horrors of it.
How do people deal with resolved Blood Moons? I feel tempted to rework my BUG manabase because of the # of decks with Blood Moon in my store meta.
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Current Modern Decks BG Elves // "He's back. And he brought his friends. And their friends." BG The Rock // "Dwayne Johnson approved." RU Izzet Phoenix // "If you can't beat 'em, join 'em." UGW Bant Spirits // "Super Ghost Bros." BUG Sultai Wildnerness Teachings // "How many turns did I just take again?" C Colorless Eldrazi // "Smash you."
Remand can hold it off for a bit until you get Decay or Trophy, but if they actually untap with it I would almost just scoop, especially if you don't have a swamp and forest. Just gives you more time to work with in the next game because this one is clearly lost.
How would you rework your mana base? Personally, I would start with adding more Decay or Trophy first, they're not bad in other matches. I've never struggled with having BG open, but having the actual removal is tough in some cases.
Well Flooded Grove has been a massive underperformer for me so I was thinking of replacing it with another forest/fetchland, and maybe replacing Field of Ruin with a fetch. Sideboard, I'm thinking of putting in some Natural State and an Engineered Explosives which is also good against the increasing # of GBx, Shadow, and Phoenix decks at my LGS.
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Current Modern Decks BG Elves // "He's back. And he brought his friends. And their friends." BG The Rock // "Dwayne Johnson approved." RU Izzet Phoenix // "If you can't beat 'em, join 'em." UGW Bant Spirits // "Super Ghost Bros." BUG Sultai Wildnerness Teachings // "How many turns did I just take again?" C Colorless Eldrazi // "Smash you."
Would swapping out two lands really make that large of a difference for you? I can see the want for Natural State and Explosives, but I would still trend towards Decay or Trophy just for their universal qualities. Natural State does have the advantage of only needing a forest so you're less dependent on the float-then-destroy plan.
I feel the same about Field of Ruin. While I've used it in the general "land fight subgame" that Manlands create, I haven't really needed it and it mostly just serves as whatever basic I "need" at the moment.
Flooded Grove has yet to do anything other than be a par for the course land for me. I think it's in there to offset the 4th Island? I'm not actually sure about the logic of when to use which mana fixing... Actually, is there an article on this topic? Just a general one that talks about the different mana fixing in Modern?
Not relevant to Blood Moon:
One thing I did was immediately drop the 4th Island for a Simic Growth Chamber. An end of turn Spiral negates the disadvantage of bouncing a land, playing it naturally after a Reclamation is in play is great, and it adds extra land drops to the deck for Spiral to take advantage of without actually adding lands. The only time this land has really been detrimental is when it's my only T2 or T3 play and my opponent is pressuring me; those don't align very often and a Growth Spiral just fixes it.
Considering the # of Blood Moon decks in my store meta, I find that I prefer Natural State and EE over Decay/Trophy due to either being able to have an easier time of destroying Moon or wiping out an entire field of GBx 2 drops or Affinity 0 drops. At least four people regularly play Blood Moon decks and I'd like to be able to have a plan in place at least post-board so that I don't auto-scoop to a Moon. I'll have to try out the Growth Chamber idea though, sounds spicy.
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Current Modern Decks BG Elves // "He's back. And he brought his friends. And their friends." BG The Rock // "Dwayne Johnson approved." RU Izzet Phoenix // "If you can't beat 'em, join 'em." UGW Bant Spirits // "Super Ghost Bros." BUG Sultai Wildnerness Teachings // "How many turns did I just take again?" C Colorless Eldrazi // "Smash you."
Current Modern Decks BG Elves // "He's back. And he brought his friends. And their friends." BG The Rock // "Dwayne Johnson approved." RU Izzet Phoenix // "If you can't beat 'em, join 'em." UGW Bant Spirits // "Super Ghost Bros." BUG Sultai Wildnerness Teachings // "How many turns did I just take again?" C Colorless Eldrazi // "Smash you."
I think hydroid krasis may be too cute. You can't cast it instant speed to abuse reclamation mana. I think pulse of murasa and flashing it back gives us plenty of cushion in the main. Snap to ambush, the pulse it back, the. Snap taget pulse, chump with snap, flashback pulse targeting snap later in the turn after snap dies is a wickedly brutal t3-5 for burn.
As for beats, I think gearhulk and tasigur rumble very well. Modern has a severe lack of deathtouch and aside from path these need dedicated kill spells from BGx or death shadow.
New list up in the SCG open this week that placed decently. Gearhulk in the man. Notably much lower on interaction than the other SCG list from a few weeks ago. I think the deck may be better positioned against Phoenix than I originally thought?
After watching a lotbof games with this deck, how important is black? Most games seem to end with winning with Blue Sun's Senith. Just burry the opponent i card advantage.
Would it be possible to use merchant scroll and snapcasters? White seems like a good colour:
After watching a lotbof games with this deck, how important is black? Most games seem to end with winning with Blue Sun's Senith. Just burry the opponent i card advantage.
Would it be possible to use merchant scroll and snapcasters? White seems like a good colour:
so black gives the deck a few things imo. You get push/devour flesh (soon to be lili'a triumph), consume the meek, creepy tar pit beats, trophy/decay if you run them, and flashback on teachings.
Push could become path, the creature sac probably could become celestia purge for current meta, Consume could become settle the wreckage, trophy/decay have no catch all replacements because the WB answer causes life and uses black mana (anguished unmaking), tar pit being unblockable can be replaced with lumbering falls because you can use cryptic to tap down your opponents board before you take turns to kill with manlands, teachings has no replacement on the backend aside from blowing your flashback creatures on it.
Settle is a downgrade against creature combo decks, because decks like devoted druid are only going to swing with one rhonas, the indomintable or just shoot face with walking ballista, there is never a window to settle the vizier/druid usually.
Losing the backend of teaching is super rough, because the second cast puts you up a card. merchant scroll never puts you up a card, it's card parity.
Losing the catch all answers in trophy/decay isn't going to be rough for longer tournaments imo. FNM you can tailor to a local meta, but in opens and GPS you need trophy to hit stuff like tron lands.
Now I think you def can run 4 colors if you want. I think the question is aside from maybe replacing USZ with sphinx's revelation in white and expansion//explosion in red - what effect do you want that you don't have access to already?
The token generators are great but you can just run a one of hallowed fountain for bringing it in from the board potentially? I don't think you want many of them too often.
MTG goldfish did a bant version that I believe has the primal command lock in it. I think the deck starts to look much different.
_________________________________
A card I find very interesting is mastermind's acquisition. You can nab these off color win cons and then untap with reclamation(s) to actually use the spell. As a 1 of it gives you game one outs to various decks and you can easily access all those silly sideboard instants or win cons once you stabilize.
Alternatively it can grab any of your wincons in the main as well. It is a turn slower but I treat it almost like reclamation #5.
After watching a lotbof games with this deck, how important is black? Most games seem to end with winning with Blue Sun's Senith. Just burry the opponent i card advantage.
Would it be possible to use merchant scroll and snapcasters? White seems like a good colour:
At that point, you're probably better off just running a normal UW control deck. The main strength of the deck is being able to ramp up to Nexus of Fate, or a massive Blue Sun's Zenith to deck your opponent, by stacking Wilderness Reclamations. I just don't really see what adding G to UW Control actually accomplishes, other than diluting the manabase.
Gotcha, I replaced one of my four snaps with gearhulk, would you run Tasigur main or side? I currently have one side.
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Current Modern Decks BG Elves // "He's back. And he brought his friends. And their friends." BG The Rock // "Dwayne Johnson approved." RU Izzet Phoenix // "If you can't beat 'em, join 'em." UGW Bant Spirits // "Super Ghost Bros." BUG Sultai Wildnerness Teachings // "How many turns did I just take again?" C Colorless Eldrazi // "Smash you."
I was actually thinking Red for Pyromancer Ascension x2 and Electrodominance as payoffs. You get Anger of the Gods, Bolt, and Electrolyze as removal. Pyro would let you go off harder with Nexus taking more turns, doubles all your cantrips (like Merchant Scroll), and it doubles Dominance so you can cast doubled spells for free. Maybe it's a pipe dream, but having Pyro would stretch the opponent's enchant removal thinner while not actually hindering the deck's Blue Sun nuke. It moves away from using manlands as a win condition and opens us up to Leyline of Sanctity. I also think that this style is weaker to graveyard hate like RIP and Void, but Surgical is not overly damaging.
Black gives us access to Consumer the Meek which has helped me a ton in some games, Teachings is still really good, and Push is still important. Losing Trophy and Decay is probably not a good thing either. Devour Flesh is actually for the Death's Shadow match because it kills 4 shadows at once, this function is much better than Liliana's Triumph because we run no Liliana; if you want a sacrifice effect, Geth's Verdict has been around for a long time and has benefit over Triumph sans lili, Tribute to Hunger gains you the life instead of your opponent, and finally you can use To the Slaughter if your concerns are a little more creatureless.
Pyromancer Ascension also combos well with Mission Briefing. You can dump a bunch of cards into your yard then choose them with multiple Briefing copies. If you're casting a bunch of things at instant speed, then you can Briefing a Dominance with Wilderness Rec as ramp and shoot them for like X=5 (twice) and hit them with a single Exquisite Firecraft that gets doubled. Resolve your second briefing off the stack and choose Firecraft again for 10 + 8 + 8 damage. That's with a single Pyro active, 6 lands, and 3 cards. Based on how this deck has been running (the Sultai version), you fill your yard faaaast and cantrip like crazy, so it shouldn't be too hard to set up if you're past dying on T3&4. If it's not lethal then you've probably burned enough of their board to not care what they untap with and can double Briefing again the next turn for something ridiculous.
Gotcha, I replaced one of my four snaps with gearhulk, would you run Tasigur main or side? I currently have one side.
I've enjoyed it in as a one in the main one in the side so far. It's usually not coming down until t5, but it lets me at least replace itself if I eat enough to cost him down to 1 and use the rest of my mana to buy back something in the yard. We're land heavy enough to sometimes make that a very painful choice for an opponent.
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That is at least what I found out about Search, when I tested it.
Greetings,
Kathal
Modern/Legacy
either funpolice (Delver, Deathcloud, UW Control) or the fun decks (especially those ft. Griselbrand)
BG Elves // "He's back. And he brought his friends. And their friends."
BG The Rock // "Dwayne Johnson approved."
RU Izzet Phoenix // "If you can't beat 'em, join 'em."
UGW Bant Spirits // "Super Ghost Bros."
BUG Sultai Wildnerness Teachings // "How many turns did I just take again?"
C Colorless Eldrazi // "Smash you."
It could be, but it's probably ramping you post 4 lands. Fetch + cycle illumination T1, fetch + search t2, bin that top card + land + remand the thing is only 5 cards by t4 and you've only interacted with one spell on t3. By then it could be too late or you're remanding something that they can potentially cast againright afterwards (like bolt).
I think search generates value later in the game post t4 where you've traded resources a bit and are stabilizing and then dig towards answers or something to turn the corner with.
I don't know if it's worth a dead card in hand before then though, as the deck has so much mana and draw you can just do what search does anyway.
I don't think these slow CA engines are that great in this deck when you're facing down something like hardened scales or burn (which together form a significant enough part of the meta to make me steer away from them).
The SCG list ran 4 trophy in the main and I think it's a fantastic solution. It hits everything that isn't hexproof and eventually yields diminishing returns because your opponent probably already kept a 2-3 land hand. Not many modern decks have mana sinks. You're still dealing with a significant chunk of their threats while naturally moving towards landing reclamation and taking over the game.
I wouldn't be surprised to see 4 trophy 2+ decay eventually and just overload on 2 cmc unconditional answers.
BG Elves // "He's back. And he brought his friends. And their friends."
BG The Rock // "Dwayne Johnson approved."
RU Izzet Phoenix // "If you can't beat 'em, join 'em."
UGW Bant Spirits // "Super Ghost Bros."
BUG Sultai Wildnerness Teachings // "How many turns did I just take again?"
C Colorless Eldrazi // "Smash you."
You control all relevant triggers, so you should be able to stack them in the order you want. So you'd stack this, then the Recs. Resolve recs, floating mana, then cast w/e and resolve this.
Affinity
GR Eggs GR
UR Storm UR
BR Hollow One BR
WUR Cheerios WUR
G Mono-Green Control G
BG Elves // "He's back. And he brought his friends. And their friends."
BG The Rock // "Dwayne Johnson approved."
RU Izzet Phoenix // "If you can't beat 'em, join 'em."
UGW Bant Spirits // "Super Ghost Bros."
BUG Sultai Wildnerness Teachings // "How many turns did I just take again?"
C Colorless Eldrazi // "Smash you."
Not quite.
1. Main-phase cast Mnemonic Betrayal (it's a Sorcery).
2. Proceed to End Step
3. Mnemonic Betrayal and Reclamation trigger.
4. Stack Betrayal First, then Reclamation.
5. Tap all lands to float mana.
6. Reclamation resolves, untaps lands; tap all lands again for mana.
7. Cast any instants or cards with flash in your opponent's graveyard, because this is the end step and you can't cast sorceries or creatures
8. Betrayal resolves.
It doesn't quite work like you think it does; and is a bit more limited in how this deck generates big mana. There's a reason only instants are played in it.
BG Elves // "He's back. And he brought his friends. And their friends."
BG The Rock // "Dwayne Johnson approved."
RU Izzet Phoenix // "If you can't beat 'em, join 'em."
UGW Bant Spirits // "Super Ghost Bros."
BUG Sultai Wildnerness Teachings // "How many turns did I just take again?"
C Colorless Eldrazi // "Smash you."
I think against control they just don't cast anything while betrayal is doing its thing and then start interacting after it's gone away.
There aren't many modern decks that would have a ton of relevant cards that I can think of outside of maybe burn/Phoenix/storm? I think it's too slow for these matches.
BG Elves // "He's back. And he brought his friends. And their friends."
BG The Rock // "Dwayne Johnson approved."
RU Izzet Phoenix // "If you can't beat 'em, join 'em."
UGW Bant Spirits // "Super Ghost Bros."
BUG Sultai Wildnerness Teachings // "How many turns did I just take again?"
C Colorless Eldrazi // "Smash you."
With wildernes R out, whqt do people thibk of Savor The Moment? 1UU sorcery, take a new turn, but no regular untapping at the beginning. Good with snapcaster mage? So many turns.
https://www.youtube.com/watch?v=y9d3Hmy8NuY
LSV playing with this deck
BG Elves // "He's back. And he brought his friends. And their friends."
BG The Rock // "Dwayne Johnson approved."
RU Izzet Phoenix // "If you can't beat 'em, join 'em."
UGW Bant Spirits // "Super Ghost Bros."
BUG Sultai Wildnerness Teachings // "How many turns did I just take again?"
C Colorless Eldrazi // "Smash you."
How would you rework your mana base? Personally, I would start with adding more Decay or Trophy first, they're not bad in other matches. I've never struggled with having BG open, but having the actual removal is tough in some cases.
"Reveal a Dragon"
BG Elves // "He's back. And he brought his friends. And their friends."
BG The Rock // "Dwayne Johnson approved."
RU Izzet Phoenix // "If you can't beat 'em, join 'em."
UGW Bant Spirits // "Super Ghost Bros."
BUG Sultai Wildnerness Teachings // "How many turns did I just take again?"
C Colorless Eldrazi // "Smash you."
I feel the same about Field of Ruin. While I've used it in the general "land fight subgame" that Manlands create, I haven't really needed it and it mostly just serves as whatever basic I "need" at the moment.
Flooded Grove has yet to do anything other than be a par for the course land for me. I think it's in there to offset the 4th Island? I'm not actually sure about the logic of when to use which mana fixing... Actually, is there an article on this topic? Just a general one that talks about the different mana fixing in Modern?
Not relevant to Blood Moon:
One thing I did was immediately drop the 4th Island for a Simic Growth Chamber. An end of turn Spiral negates the disadvantage of bouncing a land, playing it naturally after a Reclamation is in play is great, and it adds extra land drops to the deck for Spiral to take advantage of without actually adding lands. The only time this land has really been detrimental is when it's my only T2 or T3 play and my opponent is pressuring me; those don't align very often and a Growth Spiral just fixes it.
"Reveal a Dragon"
BG Elves // "He's back. And he brought his friends. And their friends."
BG The Rock // "Dwayne Johnson approved."
RU Izzet Phoenix // "If you can't beat 'em, join 'em."
UGW Bant Spirits // "Super Ghost Bros."
BUG Sultai Wildnerness Teachings // "How many turns did I just take again?"
C Colorless Eldrazi // "Smash you."
BG Elves // "He's back. And he brought his friends. And their friends."
BG The Rock // "Dwayne Johnson approved."
RU Izzet Phoenix // "If you can't beat 'em, join 'em."
UGW Bant Spirits // "Super Ghost Bros."
BUG Sultai Wildnerness Teachings // "How many turns did I just take again?"
C Colorless Eldrazi // "Smash you."
I think hydroid krasis may be too cute. You can't cast it instant speed to abuse reclamation mana. I think pulse of murasa and flashing it back gives us plenty of cushion in the main. Snap to ambush, the pulse it back, the. Snap taget pulse, chump with snap, flashback pulse targeting snap later in the turn after snap dies is a wickedly brutal t3-5 for burn.
As for beats, I think gearhulk and tasigur rumble very well. Modern has a severe lack of deathtouch and aside from path these need dedicated kill spells from BGx or death shadow.
New list up in the SCG open this week that placed decently. Gearhulk in the man. Notably much lower on interaction than the other SCG list from a few weeks ago. I think the deck may be better positioned against Phoenix than I originally thought?
Would it be possible to use merchant scroll and snapcasters? White seems like a good colour:
so black gives the deck a few things imo. You get push/devour flesh (soon to be lili'a triumph), consume the meek, creepy tar pit beats, trophy/decay if you run them, and flashback on teachings.
Push could become path, the creature sac probably could become celestia purge for current meta, Consume could become settle the wreckage, trophy/decay have no catch all replacements because the WB answer causes life and uses black mana (anguished unmaking), tar pit being unblockable can be replaced with lumbering falls because you can use cryptic to tap down your opponents board before you take turns to kill with manlands, teachings has no replacement on the backend aside from blowing your flashback creatures on it.
Settle is a downgrade against creature combo decks, because decks like devoted druid are only going to swing with one rhonas, the indomintable or just shoot face with walking ballista, there is never a window to settle the vizier/druid usually.
Losing the backend of teaching is super rough, because the second cast puts you up a card. merchant scroll never puts you up a card, it's card parity.
Losing the catch all answers in trophy/decay isn't going to be rough for longer tournaments imo. FNM you can tailor to a local meta, but in opens and GPS you need trophy to hit stuff like tron lands.
Now I think you def can run 4 colors if you want. I think the question is aside from maybe replacing USZ with sphinx's revelation in white and expansion//explosion in red - what effect do you want that you don't have access to already?
The token generators are great but you can just run a one of hallowed fountain for bringing it in from the board potentially? I don't think you want many of them too often.
MTG goldfish did a bant version that I believe has the primal command lock in it. I think the deck starts to look much different.
_________________________________
A card I find very interesting is mastermind's acquisition. You can nab these off color win cons and then untap with reclamation(s) to actually use the spell. As a 1 of it gives you game one outs to various decks and you can easily access all those silly sideboard instants or win cons once you stabilize.
Alternatively it can grab any of your wincons in the main as well. It is a turn slower but I treat it almost like reclamation #5.
At that point, you're probably better off just running a normal UW control deck. The main strength of the deck is being able to ramp up to Nexus of Fate, or a massive Blue Sun's Zenith to deck your opponent, by stacking Wilderness Reclamations. I just don't really see what adding G to UW Control actually accomplishes, other than diluting the manabase.
BG Elves // "He's back. And he brought his friends. And their friends."
BG The Rock // "Dwayne Johnson approved."
RU Izzet Phoenix // "If you can't beat 'em, join 'em."
UGW Bant Spirits // "Super Ghost Bros."
BUG Sultai Wildnerness Teachings // "How many turns did I just take again?"
C Colorless Eldrazi // "Smash you."
Black gives us access to Consumer the Meek which has helped me a ton in some games, Teachings is still really good, and Push is still important. Losing Trophy and Decay is probably not a good thing either. Devour Flesh is actually for the Death's Shadow match because it kills 4 shadows at once, this function is much better than Liliana's Triumph because we run no Liliana; if you want a sacrifice effect, Geth's Verdict has been around for a long time and has benefit over Triumph sans lili, Tribute to Hunger gains you the life instead of your opponent, and finally you can use To the Slaughter if your concerns are a little more creatureless.
"Reveal a Dragon"
I've enjoyed it in as a one in the main one in the side so far. It's usually not coming down until t5, but it lets me at least replace itself if I eat enough to cost him down to 1 and use the rest of my mana to buy back something in the yard. We're land heavy enough to sometimes make that a very painful choice for an opponent.