I went 3-1 with the deck during FNM last Friday, wanted to write a report but really have the time currently sadly.
I beat Eldrazi Tron, Grixis Shadow, Mardu Midrange (tons of spot removal, targeted discard, Souls and Nahiri) and lost against dredge (which was close, almost beat him game one on the back of Scooze).
I tried out 2x Narnam Renegade (coming in for 1x Finks and the 4th Cryptic). They came in handy against both E-Tron and Grixis Shadow but costing 1 is actually awkward with Vial and they are obviously way better early in the game than late. I tried 2x so I actually draw them but will probably continue with 1x and see how that goes.
How do you guys feel about Electrolyze lately? While it's an old favorite of mine I'm not sure if it's efficient enough anymore. Opinions?
This time I played against someone who just picked up the deck fairly recently and made some misplays because of that. Not sure if they changed the outcome of the game but a thing to note.
Overall I'm actually positive against Eldrazi Tron, not sure if I should be (meaning not sure if the MU is really positive for my list) or if I was just lucky so far, but the MU is definitely better than Bant Eldrazi and so far I think even better than good old Gx Tron. Less Caverns means our counters, especially Remand is online a lot more often, no on cast triggers are also awesome for our counters and the deck has less consistency in finding Tron than Gx Tron has. No Oblivion Stone means Spreading Seas is awesome in disrupting their lands and Ceremonious Rejection is actually a solid SB card against the deck too.
Oh and Narnam Renegade did a very solid job in dealing with TKS and RS so far.
Sometimes they just have nuthands with 2x Temple or natural Tron and then it's really hard to stop them, but usually I get to play an interesting match.
On another topic, is there gravehate in our colours that's good against DSG, Dredge and Living End? Scooze maindeck is nice but often too slow or it just gets killed. Relic of Progenitus is very awkward with out own graveyard and Surgical Extraction isn't really that good against LE and seems mediocre against DSG too.
Scrabbling Claws seems definitely not fast enough against Dredge, probably not even against DS. Loaming Shaman comes down too late there as well. Guess I'm stuck with Tormod's Crypt. Not sure if that's worth running, gotta see if more Dredge shows up at my LGS in the future, but thanks for the suggestions!
I someone on reddit suggesting Diminish as anti Shadow tech. As the targeted creature keeps its abilities Shadow dies instantly from it, same goes for other cards with -1/-1 on them like Devoted Druid or persisted creatures. Also lets us block or attack into stuff like Tas/Angler, Eldrazis (especially TKS), opposing Goyfs and more...opinions?
Snakeform also makes the creature lose all abilities. The reason Diminish is a DS counter is it makes it a 1/1 and then dies to its static ability. This makes Diminish better when you don't have a creature.
So if somebody really hates green he can drop it now and play Bloodwater Entity instead. Way better body but I don't think missing your draw every turn for the softlock is worth that.
Edit: There is some cute interaction with Devastation Tide though.
You would need Command's draw to pull out ahead. Certainly worth trying if you wanted to trim Green. Maybe use one of the creatures that has power equal to spells in the yard or even Young Pyromancer to muck up the ground.
Hi, I've been playing BUG vial for a while and i'm very fond of nihil spellbomb and leyline of the void. another interesting thought i had for my board was with life from the loam, and raven's crime. i always like to keep a ghost quarter(or two) in my main so it just made sense to try and abuse that. a lot of players will go after the blue sources you have, and i seen another variant abusing dark blast and crucible of worlds. both of which interact with the combo, and that's the fastest way back to you're sources if they get blown up, feed ooze, murderous cut, and allow you to tool box with witness/snap.
a newer card i have yet to try is Kefnet the Mindful. it is kind of easy to get a grip after you resolve a LftL.
black will also grant abrupt decay and fatal push, and its kind of important to keep a balance here because one hits man lands and one doesn't. because of these cards, picking man lands becomes a little more difficult between lumbering falls and creeping tarpit.
i know there is no bolt so you can use the tarpits to direct at walkers, and/or falls to avoid removal. that part is kind of meta dependent for aggro games or grindy games.
i can also tell you that ceremonious rejection does work in more than just tron. lantern control has those stupid ensnaring bridge and welding jar things, affinity ofc, X/x Tron, pithing needle, grafdigger's cage(snap keep), aether vial(fish, goblins, mirror, spirits(varies) <- and all of their equipment -> , cheerios, chalice of the void
cavern of souls and tron lands need an answer. you can also go with creeping corrosion over a damnation if you like because they can be the same or answer other MU differently.
if you don't see a lot of tron in your meta, you don't HAVE to use ceremonious rejection. something like negate works.
if you see a lot of aggro, crucible of worlds and dark blast may be better than LftL/crime(works well in control MU)
Your BUG list looks like it has the typical problem I encounter when I brew up one...does it even make sense to put the Cryptic, Vial, E-Wit solftlock package in there? Or wouldn't the deck be just better of being a sweet BUG midrange deck?
You run 2 GQ main and want to have U/B one turn 1, GB and 1U on turn 2, 1UU and 1GG on turn 3 and 1UUU on turn 4? That's hella greedy and even worse than the already greedy RUG manabase. You're only playing 2x E-Wits, no Traverse and less cantrip spells (Remands, Electrolyze etc.) than RUG, the lock won't come together that often. Is that really worth playing a super tough manabase and 4x bad lategame topdecks (Vial with only 12 creatures)?
I like your list RobintM, I love bant colors, if you keep playing this let me know how it goes! I would love to get that lock going. I think Glory-Bound Initiate has some good synergy with bouncing it back to hand and then flashing it in with vial. I think if I were to play this list I'd play 2 Glory-Bound or Selfless Spirits. I'm pretty new to this archetype but what are the advantages to playing the traditional Temur lists over Bant or Sultai?
trust me, it did work a lot better b4 deathrite shaman was banned, and also again at treasure cruise. so thats why i run the serum visions over ancetral visions for the snapcaster. also i don't concider electrolyze a can trip because it cost 3cmc (cantrips are 1cmc). the traverse card would be more of a can trip than that, but my fav for that kind of stuff is thought scour for instant draw.
let me go back to the traverse idea for tutoring... you have 6 types and the artifact you don't want in the yard so please explain how this is viable.
18 of the lands produce/get blue so its really not that big of a deal, tbh the biggest threat is blood moon and choke.
you don't want U on turn 1, you want B for disruption. grabbing the moon or chalice b4 they can use simion spirit guide to lock YOU OUT, leaving abrupt decay the only answer. this is meta dependent obviously
turn 2 you want B/x so you can play a goyf or bluff the counter
turn 3 you want removal mana up so you can start getting in with X creature.
turn 4 you want UUUx, and with as many duel lands as i run its not a problem unless you get hit with LD, fulminator mage, karn liberated, molten rain, rain of tears, etc
eldrazi is making anti-metas hard.
i've played bug mid b4, it would almost be like you swap vials for bitterblossom and thought scour. at this point i feel its safe to delerium.
So you don't want to play Serum Visions on turn 1 when you don't happen to have targeted discard?
Mainboard land destruction in the form of Spreading Seas (Merfolk and UW Control) or Ghost Quarter (Hatebears/DnT decks are currently seeing an uptick because they are good against Death's Shadow).
You are correct that AV is not for this deck, but that's not because Snapcaster can recast the SV, but because this decks wants to draw certain cards at a certain time and SV helps to do exactly that while we already play 4x bad lategame topdecks in Aether Vial (adding more in AV makes our lategame a lot worse).
I play Traverse the Ulvenwald as a 1x and see it as a landdrop that has a lot of utility lategame (kinda like a manland). You can't play many copies but a 1x has been very good for me so far.
So you are telling me you have been playing the deck back when Deathrite Shaman was running around in Modern and saying it was better at that time? DRS wrecked this deck! Jund was running around with 6+ ways (DRS and Scooze) to meddle with our Snap/E-Wits and once people realized how powerful DRS was (aka pretty soon) everybody tried to cram it into their deck...
So Ive been toying with RUG Eternal Command for the past couple of months. Just toying around at FNMs. Not planning on taking it to any comp REL events or anything, but today I was thinking about it and the natural tension between playing snapcaster mage and aether vial. Could that be solved by playing As Foretold? Or is the T1 vial too important? as I said I've merely dabbled with the list but it seemed to me that I started many hands without the vial and did fine. As Foretold comes down on turn 3 so the lock would not come down until T7, but as many of you say the lock is not the go to plan rather it just gives mid to late game staying power. If you were to run that over aether vial it might be worth going to bant to have access to more flash creatures to play nicely with As Foretold. Or if Bloodwater Entity becomes a thing, people have already seemed to identify jeskai colors as the best home for As Foretold. Just spitballing here, feel free to shoot me down.
As Foretold is a 3 mana do nothing card. Playing it in Modern, where you often enough won't even be able to tapout on turn 3 that is pretty bad. If you don't have ways to abuse is the turn it comes down (mainly AV and Restore Balance), I personally don't think it's playable at all.
Vial allows to put threats into play while holding up counters a lot earlier than AF, the upside of it also being able to cast spells doesn't make up for that imo. If we had the time until turn 7 to establish the lock, why would we play any accelerant at all and not just more landdrops? Yes the lock is not always the go to plan but against some decks it is (think Bant Eldrazi, Dredge G1...) and having it turn 7 the earliest is simply too late.
Edit: What do you guys think about Basilisk Collar in the SB? Seems pretty good against Eldrazi decks, ok against Grixis Control and equipping a Goyf with it against Burn should be pretty much lights out. Bonus points for using it with Staticaster/Huntermaster to kill stuff.