Kiki combo might be slightly better as the twiddle creatures are pretty nuts vs tron. Against both tron and storm you'll want some number of mana leaks a card that not many people are playing in UR moon decks.
Hey everyone, I'm planning on playing a Blue Moon variant at an up coming Team Modern GP. I'm struggling on deciding on what list to play. I have access to basically any version I want and all u/r cards are at my disposal. I have been playing the Breach version for the last month or so but im just not sold on it completely. Some match ups with it just feel helpless at time (burn in particular.) I expect the meta to be fairly wide open but being a team event i can imagine there will be a lot of tron as its basically free to slot into a line up.
I'm thinking that either the titi version or the version Rob Pisano piloted to a 21st place finish at GP Phoenix last week might be a better choice than breach. I was just wondering if those who have played either version as well as breach could give some insight into what they believe to be the stronger deck and how their match ups have been across the board but particularly with tron and jund. Cheers guys
First list, it looks pretty sweet. Not exactly Blue Moon, well it sideboards into the Blood Moon part. Looks really fun to play, I'm going to fire it up on MTGO later
edit: I played a game with it last night, didn't have time to finish the match before I had to run. Just vs some random BW Death and Taxes thing in the Tournament Practice room but, it is so fun. My turn 6 was like (active pyro ascension) double serum visions, double noxious revival, double manamorphose, double bolt twice, double serum visions again, bedlam reveler, double lightning bolt again. Awesome.
I've so far gotten a 3-1 and 2-2 FNM under my belt. I', having a hard time with burn and fish mostly. I'm not expecting to beat fish but I gotta speak to my buddy about burn.
Overall I'd say I'm enjoying the deck a lot. I've come from other URx decks (mostly Grixis lists, played GDS for a lot before the unbans, have a lot of grixis Control experience and a bit of delver and Jeskai Nahiri experience)
I would actually think Burn is harder than Merfolk, a lot of our spells line up very badly against them (e.g Remand, though I guess that's true for Merfolk too) and our clock is not super fast
I think a problem I have is that I've just been conditioned to think fish is awful as many of the decks I've played have awful fish matchups. I should probably jam more games before I think this will be the same
Having spent a decent amount of time with Breach and Kiki/Mite, I greatly prefer Kiki/Mite. Not because I think the combo is better (it is actually worse, more fragile, and less consistent), but the tap effects and chipshot damage provided by the combo pieces greatly improve the tempo backup plan. The backup tempo plan is what I am personally much more used to from the old Twin days, and then two years of playing Delver and Geist decks, so I play these much better. Breach seems all-in on the combo and feels very, very weak if the combo is disrupted or not found (and sometimes it's not even enough to win alone). Sure, you have those "gotcha" moments, but you also lose to yourself or get overwhelmed or can't close quick enough with your backup.
I played this list last night to a 3-1, beating Lantern, Ponza, and Breach, and losing against a Grixis Control build where Claim // Fame + Young Pyromancer + Death's Shadow wore me down in a long game 3.
Having spent a decent amount of time with Breach and Kiki/Mite, I greatly prefer Kiki/Mite. Not because I think the combo is better (it is actually worse, more fragile, and less consistent), but the tap effects and chipshot damage provided by the combo pieces greatly improve the tempo backup plan. The backup tempo plan is what I am personally much more used to from the old Twin days, and then two years of playing Delver and Geist decks, so I play these much better. Breach seems all-in on the combo and feels very, very weak if the combo is disrupted or not found (and sometimes it's not even enough to win alone). Sure, you have those "gotcha" moments, but you also lose to yourself or get overwhelmed or can't close quick enough with your backup.
I played this list last night to a 3-1, beating Lantern, Ponza, and Breach, and losing against a Grixis Control build where Claim // Fame + Young Pyromancer + Death's Shadow wore me down in a long game 3.
I like diverse threats and she's nice for chipshot damage on the way to her ultimate. She also helps cast Kiki Jiki after fetching Islands all day and kills x/4s that Bolt doesn't (or x/7s with a Bolt). I may move her to the board and swap her for Clique, but I'd run either of those before a 3rd Jace. I like Jace, but I like things that kill my opponents too. And the tempo plan with Pestermites, Bolts, and Snaps just works better if I'm also beating in with Clique or dealing 2 a turn. The only win with the combo I had all night was to the Breach "mirror" after he tapped out for a counter war on his end step and I untapped and slammed Kiki. I much prefer the combo being the backup plan to tempo, and that's just not as possible with Breach or Madcap (and the YP/Thing/P&K builds have no combo). Most game wins came from concessions after Remanding, tapping, and Cryptic-ing all their things with a Blood Moon out and some Planeswalker ticking up or small creatures beating in. That's not something you're usually going to get from Breach or non-combo builds because Breach pieces are useless outside the combo and other builds lack the looming, game-ending threat.
I was actually laughing to myself, because I had so many hands where I could have just won if I had Twin instead of Kiki, but Wizards would rather have me sit and durdle until my opponents just concede in frustration. Granted they were playing "you can't play.dec" and "destroy lands.dec", so who are they to complain? But I thought it interesting that WOTC considers this "better."
IMO, a flashfreeze or a disdainful stroke could be quite good.
Pithing needle is good vs tron, and could reasonably be brought in vs jund if you're worried about walkers.
For burn/other aggro decks, I've played filigree familiar in the past. Its... not as bad as it looks.
Another clique is also decent vs tron/burn.
True. But damage is damage. If I'm chipping in each turn in the air and finishing in a flurry of Bolts and Snaps, that extra 2 damage (which is usually the goal of that +1) works nice. Still not sold 100% on keeping her in, but I have won every game she has resolved and survived more than 1 turn.
Blood Moon shuts down their Academy Ruins, Inventors Faires, and mostly color screws them out of blue for Whir. Jace wins the game on his own, as does just about any resolved Planeswalker/Keranos. And we have tons of instant speed card draw. Know what to pick your battles over and the match isn't too bad unless they have 4+ lock pieces by turn 5.
why not splash white for stony instead. also opens the door for other sideboard tech.
also could someone do like a quick breakdown of bloodmoon in different matchups. seems to be pretty simple on the surface, but i figured id ask those who play with the card on the reg. also is 3 copies collectvely agreed on as correct?
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Modern: UWGSnow-Bant Control BURGrixis Death's Shadow GWBCoCo Elves WCDeath and Taxes (sold)
Hi guys. I am looking for some feedback for my Titi control deck. I have been going 3-1, 4-0 (4-0 more common) at my modern events. I love how titi and the blood moon win games by themselves, and you can play the hard control plan too. I however find, burn/8wack/goblins to be a little sketchy(like 1-2 life away from losing sketchy) and i am looking for ways to improve the match up in my sb.
I used to be on 2 dispel and 1 batterskul, but i realy realy like batterkul for grindy games.
In a perfect world I would like to have 3 dispel, 1 batterskull, but all of the other sb cards i have.
I can also see trimming jace, and moving an Entrancing melody to the main.
That deck is still really powerful, and without clean answers to most of their threats, and a mediocre burn plan, I don't think moon is favoured by much, if at all.
From my experience i get let the ds player get themselves low life and just burn them to death. Likewise, game 2-3, our sb crushes them.
Matchups were as the following:
R1: UWR control 2-1
R2: Burn 2-1
R3: RG Eldrazi 2-1
R4: Mardu Pyro 2-1
R5: Eggs 0-2
R6: Hollowed One 1-2
R7: Grixis Shadow 2-1
R8: BTL Shift 2-1
R9: Bant Company 2-0
R10: Jund 0-2
R11: Soul Sisters 0-2
R12: Elves 2-0
R13: BTL Shift 2-0
R14: Jund 1-2
R15: Jund 1-2
I only ran 21 lands, am considering running 22, cutting the 4th titi, 2 soh for 1 jtms , 1 clique
I felt I rushed trying to flip titi sometimes and that really costed me close games.
Overall I tried my best to played tight and I felt the other blue decks were basically a bye. Non-creature combo decks and BGx can be difficult match ups.
has anyone tried blue moon with a small white splash for more removal options, nahiri, and better sideboard cards? im talking like 3 or 4 white mana symbols total in the MD (no double white).
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Fetching basic Plains is probably the worst feeling in the world, and I think a main decked Blood Moon can really only be played in a UR shell with no 3rd color. Going into a third color would only be beneficial if you are getting all the other goodies with it (path/helix/geist/queller/SB cards for white and terminate/push/liliana/brutality/tasigur/discard for black).
As for my builds, I'm over Kiki. The combo is woefully unreliable, expensive, and difficult to cast. The tappers are OK at best, but hard to close games. Will be cutting that out entirely for Thing/Pyro or some combination thereof. I still don't think the deck is all that good, and while it may be worse overall than Breach, I personally can't stand how one-dimensional (and reliant on the combo) the Breach deck is.
Fetching basic Plains is probably the worst feeling in the world, and I think a main decked Blood Moon can really only be played in a UR shell with no 3rd color. Going into a third color would only be beneficial if you are getting all the other goodies with it (path/helix/geist/queller/SB cards for white and terminate/push/liliana/brutality/tasigur/discard for black).
As for my builds, I'm over Kiki. The combo is woefully unreliable, expensive, and difficult to cast. The tappers are OK at best, but hard to close games. Will be cutting that out entirely for Thing/Pyro or some combination thereof. I still don't think the deck is all that good, and while it may be worse overall than Breach, I personally can't stand how one-dimensional (and reliant on the combo) the Breach deck is.
i was thinking like 2 path, 1 timely, 1 nahiri. with more white SB cards. running a basic plains is indeed yucky, and path is a nonbo with moon. so i was thinking a 2-2 moon/spreading seas split. possibly a singleton manamorphose main to help fixing
this is all in the context of a comboless build. i briefly considered kiki, cause you can grab him with nahiri; but the kiki combo isnt that great to begin with. the breach combo isnt appealing to me for the same reason you arent a fan, running 3 emrakuls seems so awkward.
building an appropriate mana base is a hurdle cause im not very good at that sort of thing tbh. so i was hoping someone had tried it and i could get a starting point.
maybe not worth it. its the reason i asked earlier about what moon is good against because if im siding them out in places where path is good then all the better.
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I'm thinking that either the titi version or the version Rob Pisano piloted to a 21st place finish at GP Phoenix last week might be a better choice than breach. I was just wondering if those who have played either version as well as breach could give some insight into what they believe to be the stronger deck and how their match ups have been across the board but particularly with tron and jund. Cheers guys
https://magic.wizards.com/en/articles/archive/mtgo-standings/competitive-modern-constructed-league-2018-03-27
First list, it looks pretty sweet. Not exactly Blue Moon, well it sideboards into the Blood Moon part. Looks really fun to play, I'm going to fire it up on MTGO later
edit: I played a game with it last night, didn't have time to finish the match before I had to run. Just vs some random BW Death and Taxes thing in the Tournament Practice room but, it is so fun. My turn 6 was like (active pyro ascension) double serum visions, double noxious revival, double manamorphose, double bolt twice, double serum visions again, bedlam reveler, double lightning bolt again. Awesome.
1x vendilion clique
1x torrential gearhulk
4x serum visions
1x roast
4x opt
1x abrade
3x cryptic command
2x electrolyze
4x lightning bolt
1x logic knot
4x remand
2x spell snare
3x Jace, the mind sculptor
8x island
2x mountain
4x scalding tarn
3x flood strand
1x desolate lighthouse
2x steam vents
2x sulfur falls
1x disdainful stroke
1x batterskull
2x anger of the gods
1x shatterstorm
2x ceremonious rejection
1x counterflux
1x dispel
1x flashfreeze
1x negate
1x relic of progenitus
2x young pyromancer
1x izzet staticcaster
I've so far gotten a 3-1 and 2-2 FNM under my belt. I', having a hard time with burn and fish mostly. I'm not expecting to beat fish but I gotta speak to my buddy about burn.
Overall I'd say I'm enjoying the deck a lot. I've come from other URx decks (mostly Grixis lists, played GDS for a lot before the unbans, have a lot of grixis Control experience and a bit of delver and Jeskai Nahiri experience)
I played this list last night to a 3-1, beating Lantern, Ponza, and Breach, and losing against a Grixis Control build where Claim // Fame + Young Pyromancer + Death's Shadow wore me down in a long game 3.
1x Desolate Lighthouse
1x Field of Ruin
4x Flooded Strand
7x Island
1x Mountain
4x Scalding Tarn
3x Steam Vents
2x Sulfur Falls
Planeswalker (3)
1x Chandra, Torch of Defiance
2x Jace, the Mind Sculptor
Sorcery (4)
4x Serum Visions
2x Cryptic Command
1x Electrolyze
4x Lightning Bolt
3x Opt
4x Remand
2x Spell Snare
Creature (11)
2x Deceiver Exarch
2x Kiki-Jiki, Mirror Breaker
3x Pestermite
4x Snapcaster Mage
Enchantment (3)
3x Blood Moon
2x Abrade
1x Anger of the Gods
1x Counterflux
1x Disdainful Stroke
1x Dispel
1x Engineered Explosives
1x Izzet Staticaster
1x Keranos, God of Storms
1x Negate
2x Relic of Progenitus
1x Roast
1x Thundermaw Hellkite
1x Vendilion Clique
UR ....... WUBR ........... WB ............. RGW ........ UBR ....... WUB .... BGU
Spells / Blink & Combo / Token Grind / Dino Tribal / Draw Cards / Zombies / Reanimate
I like diverse threats and she's nice for chipshot damage on the way to her ultimate. She also helps cast Kiki Jiki after fetching Islands all day and kills x/4s that Bolt doesn't (or x/7s with a Bolt). I may move her to the board and swap her for Clique, but I'd run either of those before a 3rd Jace. I like Jace, but I like things that kill my opponents too. And the tempo plan with Pestermites, Bolts, and Snaps just works better if I'm also beating in with Clique or dealing 2 a turn. The only win with the combo I had all night was to the Breach "mirror" after he tapped out for a counter war on his end step and I untapped and slammed Kiki. I much prefer the combo being the backup plan to tempo, and that's just not as possible with Breach or Madcap (and the YP/Thing/P&K builds have no combo). Most game wins came from concessions after Remanding, tapping, and Cryptic-ing all their things with a Blood Moon out and some Planeswalker ticking up or small creatures beating in. That's not something you're usually going to get from Breach or non-combo builds because Breach pieces are useless outside the combo and other builds lack the looming, game-ending threat.
I was actually laughing to myself, because I had so many hands where I could have just won if I had Twin instead of Kiki, but Wizards would rather have me sit and durdle until my opponents just concede in frustration. Granted they were playing "you can't play.dec" and "destroy lands.dec", so who are they to complain? But I thought it interesting that WOTC considers this "better."
UR ....... WUBR ........... WB ............. RGW ........ UBR ....... WUB .... BGU
Spells / Blink & Combo / Token Grind / Dino Tribal / Draw Cards / Zombies / Reanimate
Pithing needle is good vs tron, and could reasonably be brought in vs jund if you're worried about walkers.
For burn/other aggro decks, I've played filigree familiar in the past. Its... not as bad as it looks.
Another clique is also decent vs tron/burn.
4 Snapcaster Mage
2 Vendilion Clique
//Enchantment (3)
3 Blood Moon
//Instant (19)
4 Disrupting Shoal
2 Electrolyze
2 Izzet Charm
4 Lightning Bolt
4 Opt
3 Spell Snare
3 Jace, the Mind Sculptor
//Land (22)
1 Desolate Lighthouse
4 Flooded Strand
8 Island
1 Mountain
4 Scalding Tarn
3 Steam Vents
1 Sulfur Falls
With a total of 7 spots for win cons and late game, I've got three lines I can run:
4 Through the Breach
VS
2 Platinum Eperion
2 Cryptic Command
VS
1 Jace, the Mind Sculptor
1 Vendilion Clique
2 Cryptic Command
1 Spell Snare
1 Electrolyze
What's everyones preferred? I'm thinking of Breach/Emrakul main and Madcap side. Thoughts?
True. But damage is damage. If I'm chipping in each turn in the air and finishing in a flurry of Bolts and Snaps, that extra 2 damage (which is usually the goal of that +1) works nice. Still not sold 100% on keeping her in, but I have won every game she has resolved and survived more than 1 turn.
UR ....... WUBR ........... WB ............. RGW ........ UBR ....... WUB .... BGU
Spells / Blink & Combo / Token Grind / Dino Tribal / Draw Cards / Zombies / Reanimate
UR ....... WUBR ........... WB ............. RGW ........ UBR ....... WUB .... BGU
Spells / Blink & Combo / Token Grind / Dino Tribal / Draw Cards / Zombies / Reanimate
also could someone do like a quick breakdown of bloodmoon in different matchups. seems to be pretty simple on the surface, but i figured id ask those who play with the card on the reg. also is 3 copies collectvely agreed on as correct?
UWGSnow-Bant Control
BURGrixis Death's Shadow
GWBCoCo Elves
WCDeath and Taxes(sold)4 Thing in the Ice
4 Snapcaster Mage
Enchantment
3 Blood Moon
Land
1 Desolate Lighthouse
3 Steam Vents
4 Flooded Strand
4 Scalding Tarn
2 Sulfur Falls
7 Island
1 Mountain
Instant
1 Harvest Pyre
1 Logic Knot
2 Spell Snare
1 Abrade
3 Cryptic Command
1 Electrolyze
1 Mana Leak
3 Remand
4 Lightning Bolt
4 Opt
3 Serum Visions
1 Forked Bolt
Planeswalker
2 Jace, the Mind Sculptor
1 Young Pyromancer
1 Batterskull
1 Pithing Needle
1 Engineered Explosives
1 Relic of Progenitus
3 Dispel
1 Abrade
2 Negate
2 Entrancing Melody
2 Anger of the Gods
I used to be on 2 dispel and 1 batterskul, but i realy realy like batterkul for grindy games.
In a perfect world I would like to have 3 dispel, 1 batterskull, but all of the other sb cards i have.
I can also see trimming jace, and moving an Entrancing melody to the main.
From my experience i get let the ds player get themselves low life and just burn them to death. Likewise, game 2-3, our sb crushes them.
https://deckstats.net/decks/8271/932367-blue-moon/en
Matchups were as the following:
R1: UWR control 2-1
R2: Burn 2-1
R3: RG Eldrazi 2-1
R4: Mardu Pyro 2-1
R5: Eggs 0-2
R6: Hollowed One 1-2
R7: Grixis Shadow 2-1
R8: BTL Shift 2-1
R9: Bant Company 2-0
R10: Jund 0-2
R11: Soul Sisters 0-2
R12: Elves 2-0
R13: BTL Shift 2-0
R14: Jund 1-2
R15: Jund 1-2
I only ran 21 lands, am considering running 22, cutting the 4th titi, 2 soh for 1 jtms , 1 clique
I felt I rushed trying to flip titi sometimes and that really costed me close games.
Overall I tried my best to played tight and I felt the other blue decks were basically a bye. Non-creature combo decks and BGx can be difficult match ups.
UWGSnow-Bant Control
BURGrixis Death's Shadow
GWBCoCo Elves
WCDeath and Taxes(sold)As for my builds, I'm over Kiki. The combo is woefully unreliable, expensive, and difficult to cast. The tappers are OK at best, but hard to close games. Will be cutting that out entirely for Thing/Pyro or some combination thereof. I still don't think the deck is all that good, and while it may be worse overall than Breach, I personally can't stand how one-dimensional (and reliant on the combo) the Breach deck is.
UR ....... WUBR ........... WB ............. RGW ........ UBR ....... WUB .... BGU
Spells / Blink & Combo / Token Grind / Dino Tribal / Draw Cards / Zombies / Reanimate
i was thinking like 2 path, 1 timely, 1 nahiri. with more white SB cards. running a basic plains is indeed yucky, and path is a nonbo with moon. so i was thinking a 2-2 moon/spreading seas split. possibly a singleton manamorphose main to help fixing
this is all in the context of a comboless build. i briefly considered kiki, cause you can grab him with nahiri; but the kiki combo isnt that great to begin with. the breach combo isnt appealing to me for the same reason you arent a fan, running 3 emrakuls seems so awkward.
building an appropriate mana base is a hurdle cause im not very good at that sort of thing tbh. so i was hoping someone had tried it and i could get a starting point.
maybe not worth it. its the reason i asked earlier about what moon is good against because if im siding them out in places where path is good then all the better.
UWGSnow-Bant Control
BURGrixis Death's Shadow
GWBCoCo Elves
WCDeath and Taxes(sold)