The list is still in its infant stages, but it is poweful! It has a horrendous matchup vs the blue version with Thing in the ice, but it is superior to the blue variant speed-wise. It can race agro and combo. It has a lot less CA though, in fact, it has some card disadvantage with the phyrexian spells in there. The noxious revival/mutagenic growth spot is still hotly contended, as they both do amazing things: Revival bringing back milled sideboard cards or hollowed ones, growth allowing your other creatures to trigger flamewakes.
I would love some suggestions on the list <3. Working hard to make it something. I cannot stress enough just how powerful this will be when its been ironed out.
The black sideboard is a lot better than the blue options I am finding, as we are a proactive deck not a reactive or co from deck. We can grind, but we do so proactively with a lot of game actions on our own turn. Discard is the perfect interaction to mix into a Phoenix chain, or to use t1 to clear the path for your TiTi. You can't really do these things with spell pierce, for example.
The one blue sideboard card that has been the nuts has been Firemind's Research. It completely dodges grave and creature hate, only really being weak to Trophy and Decay.
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Modern Decks
------------ URW Jeskai Control GUWRB Amulet Titan GR Ponza
I can confirm that Rakdos Phoenix is also viable. Collective Brutality holds all the black builds together, but a Rakdos build also opens up Alms of the Vein and Claim / Fame. Claim / Fame is very good in a shell with both Runaway Steam-Kin AND Swiftspear, and Alms of the Vein being very good in a burn focused shell with no Steam-Kin (too Many black spells).
Out of all my testing, Grixis is my choice at the moment though. Way more interaction and resiliency IMO.
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Modern Decks
------------ URW Jeskai Control GUWRB Amulet Titan GR Ponza
The list is still in its infant stages, but it is poweful! It has a horrendous matchup vs the blue version with Thing in the ice, but it is superior to the blue variant speed-wise. It can race agro and combo. It has a lot less CA though, in fact, it has some card disadvantage with the phyrexian spells in there. The noxious revival/mutagenic growth spot is still hotly contended, as they both do amazing things: Revival bringing back milled sideboard cards or hollowed ones, growth allowing your other creatures to trigger flamewakes.
I would love some suggestions on the list <3. Working hard to make it something. I cannot stress enough just how powerful this will be when its been ironed out.
I like the approach here... to maximize the impact of your free spells amd threats, as quickly as possible. I do think Noxious Revival is just s bit too cute. I would replace these with 3x Desperate Ritual. This would be another "free" spell, but also fuel busted turn 2's that go ritual, goblin lore, burning inquiry/looting reccuring multiple Phoenix and casting multiple Hollow Ones.
The strategy seems pretty explosive, but very all-in. You could afford to run Bedlam Reveler.
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Modern Decks
------------ URW Jeskai Control GUWRB Amulet Titan GR Ponza
Thought Scour vs Sleight of Hand has been a contentious point of conversation. Here I will summarize the Pros and Cons for each.
-----
Thought Scour - an Instant that improves the chances of hitting our best plays by helping us to bin additional copies of Arclight Phoenix / Faithless Looting and grow Crackling Drake. As a trade-off, Scour replaces itself with a random card.
At best, a play like T2 Manamorphose + Thought Scour + Faithless looting lets you dig 6 cards down for a 35% chance of hitting another Phoenix. Combined with a Phoenix in hand this could lead to an extremely aggressive start. What kind of performance can we expect from Scour on average?
23.0% Drake +1 Power (Scour Only)
50.7% Drake +2 Power
26.3% Drake +3 Power
Overall most likely scenario for a single given cast is to bin 0 Phoenix/Looting and give Drake +2 Power.
However, over 4 rounds, assuming 1-2 ("1.5" avg) casts of Scour per game and 2.5 avg games per round, you will typically mill 2 copies of Phoenix and 2 copies of Looting into the GY.
In some cases, having that extra Phoenix in the grave or 1-2 points of power on the Drake will make the difference between a game win and a game loss. While that sounds small, those games might determine their respective matches, which could tip your overall placement.
One philosophy is that Modern rewards players that proactively build around and hit broken nut draws. Having more "hot" hands is more important than having more "keepable" openers. Therefore, strengthening our nut draws with Scour is the most sensible way to fill our flex slots.
-----
Sleight of Hand - a Sorcery that focuses on improving the deck's performance through added selection and consistency. As a trade-off, it doesn't raise the ceiling of the deck's best-possible plays.
Improved selection helps in many core aspects of the deck:
A 1-lander with Sleight is potentially keepable on the play and comfortably keepable on the draw. A 1-lander with Scour is probably not keepable either way. By increasing our pool of keepable hands we effectively improve the number of nut draws we can access while also decreasing the number of non-games we encounter.
Sleight of Hand also improve our odds of successfully chaining spells to rez Phoenix. Scour has a 50% chance of replacing itself with another Instant/Sorcery compared to Sleight's 75% chance. There are also situations where you have the necessary three spells in hand but need another land to cast them all -- Scour can find the land 31% of the time, while Sleight finds it 50% of the time. This performance difference can be less pronounced in the mid game when our hand is full of spells, but in the late game -- as our grip thins -- Sleight's selection is more likely to make the difference in enabling a successful Phoenix-rez / Thing-flip.
While Sleight doesn't instantly bin spells in the graveyard, its improved ability to draw into more spells can also effectively translate into larger Drakes. And once the Drake is large enough to one-shot the opponent, any extra size is superfluous.
Unfortunately, Scour's ability to bin Phoenix and Looting are dependent upon the graveyard -- and thus vulnerable to GY hate. Sleight's improved selection remains constant in games 2/3.
Finally, improved selection means a better ability to dig for cards you need -- extra threats, answers, or valuable SB cards. This selection becomes more valuable the longer the game runs and the more fluid your role selection needs to be.
-----
Role Flexibility
Although our deck aims to be on the offense as often as possible, our ~T4 clock demands that we offer some small amount of interaction and stay ready to fluidly shift between offense and defense. Sleight and Scour help this in different ways. Sleight's selection lets you dig for the cards you need to support your current role -- maybe you need that 1-of Lightning Axe on defense or really need a Drake to turn the corner. Conversely, Scour doesn't help you find these cards, but by being an Instant it allows you to keep your "shields up", holding mana open for interactive spells and then potentially Scouring EOT.
-----
In summary, both spells effectively improve our number of nut draws and help us to maintain role flexibility, although in different ways.
Thought Scour utilizes the GY to further turbo-charge our offensive nut draws, while also complementing our other instant speed interaction.
Sleight of Hand offers a reduction of non-games, better Thing-flip / Phoenix-rez chain rates, overall better dig power, and resistance to GY hate.
We have enough data to suggest that both spells are viable, and there may not be a "correct" spell to run. In making the choice yourself, ask
(1) In terms of play-style, am I "all-in" (Scour) or "flex" (Sleight) oriented?
(2) Are my average games running shorter (Scour) or longer (Sleight)?
(3) Am I encountering moderate GY hate (Scour) or heavy hate (Sleight)?
Round 1 - Jund
G1 my opponent tempo'd me out with Discard into Goyf. G2 I played control and burned out a BBE with Charm and Liliana with Burst, then untapped into a large Drake. G3 I had Thing on the board and opponent tried to play Lili OTV (presumably to edict) but I countered it with Charm's spell pierce mode, then next turn rez'd a Phoenix and took over. A Phoenix got tagged with Anger once, but otherwise recurring Phoenixes played both offense and defense all match. 2-1.
Round 2 - GW Value-Tokens
Both games I had burn spells controlling early dorks followed by Thing bouncing a board of tokens. In G2 I hit T2 Thing into T3 flip thing + 2 Phoenix and opponent scooped. 2-0.
Round 3 - Ad Nauseam
G1 on the draw I kept a hand with T2 thing and cantrips but couldn't flip it T3. Opponent combo'd out on their T4 before I could do anything. G2 I hit T2 Kiln Fiend, dealt 10 damage T3, then countered Ad Nauseam with Dispel backed up by Charm and opponent scooped. G3 I once again hit T2 Kiln Fiend, and dealt 19 damage to the opponent T3 with manamorphose + Bolts. The opponent proceeded to hold on for another 7+ turns by casting Phyrexian Unlife and 3 copies of Angel's Grace. I patiently attacked with Fiend (and eventually a second Fiend), but couldn't deal too much damage because I had to hold mana for Charm in case he drew into his last land or Ad Naus. Eventually the double Fiends got there. Had a Drake stuck in hand but couldn't play it while keeping Charm mana up. 2-1.
Round 4 - Bant Spirits (ID, played out for fun)
I ID'd this round because I hadn't played the matchup yet but in retrospect it felt pretty favored. I started on defense, using Bolt effects to keep lords and Selfless Spirit clear, then turned the corner with Drake / Phoenix. During G2 I swung in with 2 Phoenixes and he CoCo'd in 2 Phantoms to eat them. Second main phase I played Engineered Explosives on 2, passed, and popped the EE when he tried to CoCo again. I rezzed my Phoenixes by casting Manamorphose into Anger of the Gods (to hit Drogskol Captain + 2 Hierarchs) into Serum Visions, but he countered the Anger with Dromoka's Command. I swung in with the 2 rez'd Phoenixes, forcing him to trade with one, and I ended up burning him out a turn later. 2-0.
4-0 overall
Takeaways:
Izzet Charm - invaluable. Won a game vs Jund by piercing Liliana and gave me MB interaction vs Ad Nauseam. I shaved some copies vs GW Tokens and Bant Spirits, but I was never unhappy with the full set in the main.
Kiln Fiend - did exactly what he was supposed to do vs Ad Nauseam -- 19 damage T3!
Crackling Drake - the flying and lack of respect for GY hate continue to be very relevant. Drake was anywhere from 7 to 12 power today. Not sure whether I want the 4th copy or not -- it's a great card that you want to see towards the end of most games but sometimes gets stuck in hand while you prioritize other spells.
Engineered Explosives - cleared two Supreme Phantoms vs Spirits and was brought in as an additional out vs Jund's Goyfs but didn't come up there. I'm not sure that EE is generally better than the third Anger in Izzet lists, but it did well tonight, at least.
Thanks for the report! Definately interested in the Kiln Fiend sideboard and may try it out at some point!
I am always underwhelmed with Izzet Charm but it is the only real main-deck interaction that Izzet lists have outside of Burn spells, and all the modes work in the deck, so it's hard to find a replacement in the colours.
I have been running Brutality main-deck over Charm (yes, Grixis mana base). I simply think the quality of the card is higher than charm and I prefer proactive interaction. Holding up mana in this deck is often detrimental to our game plan.
With a Grixis mana base your EE also becomes higher impact, too.
I'm not sure it's strictly superior to run Grixis, its definately more painful, and every now and again it makes sequencing a little awkward. But I sure have been relieved to drop Charm and still be able to keep quality interaction for spells matter match-ups in my main.
In any case, congrats on the result and a nicely put together list!
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Modern Decks
------------ URW Jeskai Control GUWRB Amulet Titan GR Ponza
I'm not convinced Alpine Moon is the only way to fight Tron and the like. If we are tempted to run counterspells anyway and have interaction with artifacts, I feel like 2x Ceremonious Rejection could fit very well. That's what I'm currently running.
It leads to sharper plays but also synergizes with the deck, and that's a big plus in my book. Now I'm giving up a weapon VS Amulet and Valakut, but add another VS colorless decks. Certainly a meta call...
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Pioneer - A bunch of stuff Modern - Humans Legacy - Grixis Phoenix / Death & Taxes
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17 mountain
creatures//16
4 arclight phoenix
4 flamewake phoenix
4 hollow one
4 monastery swiftspear
spells//27
4 burning inquiry
4 goblin lore
4 faithless looting
4 fiery temper
4 lightning bolt
4 manamorphose
3 noxious revival
3 mutagenic growth
3 dragon's claw
3 ratchet bomb
3 bloodmoon
3 eidolon of the great revel
2 grim lavamancer
1 smash to smithereens
The list is still in its infant stages, but it is poweful! It has a horrendous matchup vs the blue version with Thing in the ice, but it is superior to the blue variant speed-wise. It can race agro and combo. It has a lot less CA though, in fact, it has some card disadvantage with the phyrexian spells in there. The noxious revival/mutagenic growth spot is still hotly contended, as they both do amazing things: Revival bringing back milled sideboard cards or hollowed ones, growth allowing your other creatures to trigger flamewakes.
I would love some suggestions on the list <3. Working hard to make it something. I cannot stress enough just how powerful this will be when its been ironed out.
In the mean time, I've started a UR Spells discord channel so we can chat and tune in real time, hope to see you all there.
12 Creatures
4 Arclight Phoenix
3 Bedlam Reveler
4 Thing in the Ice
1 Hazoret, the Fervent
30 Instants, Sorceries, Enchantments
2 Gut Shot
2 Izzet Charm
4 Lightning Bolt
4 Manamorphose
2 Opt
2 Thought Scour
2 Noxious Revival
2 Chart a Course
4 Faithless Looting
4 Serum Visions
4 Fiery Temper
18 Lands
4 Island
2 Mountain
4 Scalding Tarn
1 Sulfar Falls
4 Spirebluff Canal
3 Steam Vents
15 Sideboard
2 Alpine Moon
3 Enigma Drake
2 Izzet Staticaster
2 Abrade
2 Izzet Charm
1 Dispel
1 Surgical Extraction
1 Anger of the Gods
1 Hurkyl's Recall
Grixis Arclight Thing (URB):
2 Jace, Vryn's Prodigy
4 Thing in the Ice
4 Arclight Phoenix
3 Bedlam Reveler
Spells
4 Faithless Looting
3 Inquisition of Kozilek
4 Lightning Bolt
4 Thought Scour
3 Chart a Course
3 Collective Brutality
4 Manamorphose
4 Fiery Temper
2 Blackcleave Cliffs
1 Blood Crypt
2 Bloodstained Mire
1 Island
1 Mountain
3 Scalding Tarn
4 Spirebluff Canal
2 Steam Vents
1 Swamp
1 Watery Grave
1 Lightning Axe
2 Spell Pierce
2 Surgical Extraction
2 Thoughtseize
2 Abrade
2 Anger of the Gods
2 Alpine Moon
2 Firemind's Research
Shared via TopDecked MTG
https://www.topdecked.me/decks/7d6af2ed-e7b5-486d-afe3-af85a88682fd
The black sideboard is a lot better than the blue options I am finding, as we are a proactive deck not a reactive or co from deck. We can grind, but we do so proactively with a lot of game actions on our own turn. Discard is the perfect interaction to mix into a Phoenix chain, or to use t1 to clear the path for your TiTi. You can't really do these things with spell pierce, for example.
The one blue sideboard card that has been the nuts has been Firemind's Research. It completely dodges grave and creature hate, only really being weak to Trophy and Decay.
------------
URW Jeskai Control
GUWRB Amulet Titan
GR Ponza
Spirits
http://www.starcitygames.com/articles/37987_The-Best-Standard-Modern-And-Legacy-Decks-For-SCG-Vegas.html
------------
URW Jeskai Control
GUWRB Amulet Titan
GR Ponza
Spirits
Out of all my testing, Grixis is my choice at the moment though. Way more interaction and resiliency IMO.
------------
URW Jeskai Control
GUWRB Amulet Titan
GR Ponza
My next iteration i'll go -1 Thought Scour -1 Chart a Course -1 JVP for +3 Serum Visions.
------------
URW Jeskai Control
GUWRB Amulet Titan
GR Ponza
I like the approach here... to maximize the impact of your free spells amd threats, as quickly as possible. I do think Noxious Revival is just s bit too cute. I would replace these with 3x Desperate Ritual. This would be another "free" spell, but also fuel busted turn 2's that go ritual, goblin lore, burning inquiry/looting reccuring multiple Phoenix and casting multiple Hollow Ones.
The strategy seems pretty explosive, but very all-in. You could afford to run Bedlam Reveler.
------------
URW Jeskai Control
GUWRB Amulet Titan
GR Ponza
http://www.starcitygames.com/decks/125194
Spirits
Spirits
WBC Eldrazi & Taxes CBW
UR Keep on Cantripin' (UR Phoenix) RU
WU Surprise! It's not UW Control! (UW Midrange) UW
BG The Rock, Straight BG
U Mono-Blue Fish U
RBW Mardu Pyromancer BWR
RG Rabble! Rabble! (GR Blood Moon Aggro) GR
Legacy
W Death & Taxes W
-----
Thought Scour - an Instant that improves the chances of hitting our best plays by helping us to bin additional copies of Arclight Phoenix / Faithless Looting and grow Crackling Drake. As a trade-off, Scour replaces itself with a random card.
At best, a play like T2 Manamorphose + Thought Scour + Faithless looting lets you dig 6 cards down for a 35% chance of hitting another Phoenix. Combined with a Phoenix in hand this could lead to an extremely aggressive start. What kind of performance can we expect from Scour on average?
Per Thought Scour Cast:
74.8% mill 0 Phoenix/Looting
23.5% mill 1 Phoenix/Looting
1.7% mill 2 Phoenix/Looting
23.0% Drake +1 Power (Scour Only)
50.7% Drake +2 Power
26.3% Drake +3 Power
Overall most likely scenario for a single given cast is to bin 0 Phoenix/Looting and give Drake +2 Power.
However, over 4 rounds, assuming 1-2 ("1.5" avg) casts of Scour per game and 2.5 avg games per round, you will typically mill 2 copies of Phoenix and 2 copies of Looting into the GY.
In some cases, having that extra Phoenix in the grave or 1-2 points of power on the Drake will make the difference between a game win and a game loss. While that sounds small, those games might determine their respective matches, which could tip your overall placement.
One philosophy is that Modern rewards players that proactively build around and hit broken nut draws. Having more "hot" hands is more important than having more "keepable" openers. Therefore, strengthening our nut draws with Scour is the most sensible way to fill our flex slots.
-----
Sleight of Hand - a Sorcery that focuses on improving the deck's performance through added selection and consistency. As a trade-off, it doesn't raise the ceiling of the deck's best-possible plays.
Improved selection helps in many core aspects of the deck:
A 1-lander with Sleight is potentially keepable on the play and comfortably keepable on the draw. A 1-lander with Scour is probably not keepable either way. By increasing our pool of keepable hands we effectively improve the number of nut draws we can access while also decreasing the number of non-games we encounter.
Sleight of Hand also improve our odds of successfully chaining spells to rez Phoenix. Scour has a 50% chance of replacing itself with another Instant/Sorcery compared to Sleight's 75% chance. There are also situations where you have the necessary three spells in hand but need another land to cast them all -- Scour can find the land 31% of the time, while Sleight finds it 50% of the time. This performance difference can be less pronounced in the mid game when our hand is full of spells, but in the late game -- as our grip thins -- Sleight's selection is more likely to make the difference in enabling a successful Phoenix-rez / Thing-flip.
While Sleight doesn't instantly bin spells in the graveyard, its improved ability to draw into more spells can also effectively translate into larger Drakes. And once the Drake is large enough to one-shot the opponent, any extra size is superfluous.
Unfortunately, Scour's ability to bin Phoenix and Looting are dependent upon the graveyard -- and thus vulnerable to GY hate. Sleight's improved selection remains constant in games 2/3.
Finally, improved selection means a better ability to dig for cards you need -- extra threats, answers, or valuable SB cards. This selection becomes more valuable the longer the game runs and the more fluid your role selection needs to be.
-----
Role Flexibility
Although our deck aims to be on the offense as often as possible, our ~T4 clock demands that we offer some small amount of interaction and stay ready to fluidly shift between offense and defense. Sleight and Scour help this in different ways. Sleight's selection lets you dig for the cards you need to support your current role -- maybe you need that 1-of Lightning Axe on defense or really need a Drake to turn the corner. Conversely, Scour doesn't help you find these cards, but by being an Instant it allows you to keep your "shields up", holding mana open for interactive spells and then potentially Scouring EOT.
-----
In summary, both spells effectively improve our number of nut draws and help us to maintain role flexibility, although in different ways.
Thought Scour utilizes the GY to further turbo-charge our offensive nut draws, while also complementing our other instant speed interaction.
Sleight of Hand offers a reduction of non-games, better Thing-flip / Phoenix-rez chain rates, overall better dig power, and resistance to GY hate.
We have enough data to suggest that both spells are viable, and there may not be a "correct" spell to run. In making the choice yourself, ask
(1) In terms of play-style, am I "all-in" (Scour) or "flex" (Sleight) oriented?
(2) Are my average games running shorter (Scour) or longer (Sleight)?
(3) Am I encountering moderate GY hate (Scour) or heavy hate (Sleight)?
4x Thing in the Ice
4x Arclight Phoenix
3x Crackling Drake
Instant (19)
4x Lightning Bolt
2x Burst Lightning
1x Lightning Axe
4x Izzet Charm
4x Manamorphose
4x Fiery Temper
4x Faithless Looting
4x Serum Visions
4x Sleight of Hand
Land (18)
4x Bloodstained Mire
3x Polluted Delta
3x Steam Vents
2x Island
3x Mountain
3x Spirebluff Canal
2x Alpine Moon
2x Dispel
3x Surgical Extraction
2x Abrade
2x Anger of the Gods
1x Engineered Explosives
3x Kiln Fiend
Round 1 - Jund
G1 my opponent tempo'd me out with Discard into Goyf. G2 I played control and burned out a BBE with Charm and Liliana with Burst, then untapped into a large Drake. G3 I had Thing on the board and opponent tried to play Lili OTV (presumably to edict) but I countered it with Charm's spell pierce mode, then next turn rez'd a Phoenix and took over. A Phoenix got tagged with Anger once, but otherwise recurring Phoenixes played both offense and defense all match. 2-1.
Round 2 - GW Value-Tokens
Both games I had burn spells controlling early dorks followed by Thing bouncing a board of tokens. In G2 I hit T2 Thing into T3 flip thing + 2 Phoenix and opponent scooped. 2-0.
Round 3 - Ad Nauseam
G1 on the draw I kept a hand with T2 thing and cantrips but couldn't flip it T3. Opponent combo'd out on their T4 before I could do anything. G2 I hit T2 Kiln Fiend, dealt 10 damage T3, then countered Ad Nauseam with Dispel backed up by Charm and opponent scooped. G3 I once again hit T2 Kiln Fiend, and dealt 19 damage to the opponent T3 with manamorphose + Bolts. The opponent proceeded to hold on for another 7+ turns by casting Phyrexian Unlife and 3 copies of Angel's Grace. I patiently attacked with Fiend (and eventually a second Fiend), but couldn't deal too much damage because I had to hold mana for Charm in case he drew into his last land or Ad Naus. Eventually the double Fiends got there. Had a Drake stuck in hand but couldn't play it while keeping Charm mana up. 2-1.
Round 4 - Bant Spirits (ID, played out for fun)
I ID'd this round because I hadn't played the matchup yet but in retrospect it felt pretty favored. I started on defense, using Bolt effects to keep lords and Selfless Spirit clear, then turned the corner with Drake / Phoenix. During G2 I swung in with 2 Phoenixes and he CoCo'd in 2 Phantoms to eat them. Second main phase I played Engineered Explosives on 2, passed, and popped the EE when he tried to CoCo again. I rezzed my Phoenixes by casting Manamorphose into Anger of the Gods (to hit Drogskol Captain + 2 Hierarchs) into Serum Visions, but he countered the Anger with Dromoka's Command. I swung in with the 2 rez'd Phoenixes, forcing him to trade with one, and I ended up burning him out a turn later. 2-0.
4-0 overall
Takeaways:
Izzet Charm - invaluable. Won a game vs Jund by piercing Liliana and gave me MB interaction vs Ad Nauseam. I shaved some copies vs GW Tokens and Bant Spirits, but I was never unhappy with the full set in the main.
Kiln Fiend - did exactly what he was supposed to do vs Ad Nauseam -- 19 damage T3!
Crackling Drake - the flying and lack of respect for GY hate continue to be very relevant. Drake was anywhere from 7 to 12 power today. Not sure whether I want the 4th copy or not -- it's a great card that you want to see towards the end of most games but sometimes gets stuck in hand while you prioritize other spells.
Engineered Explosives - cleared two Supreme Phantoms vs Spirits and was brought in as an additional out vs Jund's Goyfs but didn't come up there. I'm not sure that EE is generally better than the third Anger in Izzet lists, but it did well tonight, at least.
I am always underwhelmed with Izzet Charm but it is the only real main-deck interaction that Izzet lists have outside of Burn spells, and all the modes work in the deck, so it's hard to find a replacement in the colours.
I have been running Brutality main-deck over Charm (yes, Grixis mana base). I simply think the quality of the card is higher than charm and I prefer proactive interaction. Holding up mana in this deck is often detrimental to our game plan.
With a Grixis mana base your EE also becomes higher impact, too.
I'm not sure it's strictly superior to run Grixis, its definately more painful, and every now and again it makes sequencing a little awkward. But I sure have been relieved to drop Charm and still be able to keep quality interaction for spells matter match-ups in my main.
In any case, congrats on the result and a nicely put together list!
------------
URW Jeskai Control
GUWRB Amulet Titan
GR Ponza
------------
URW Jeskai Control
GUWRB Amulet Titan
GR Ponza
It leads to sharper plays but also synergizes with the deck, and that's a big plus in my book. Now I'm giving up a weapon VS Amulet and Valakut, but add another VS colorless decks. Certainly a meta call...