Been doing a lot of testing and feel like 3 Snaps and 2 others are the right creature package. Most are running 2 Vendilion Clique. I have been trying 2 others.
Gideon of the Trials - drop him on 3 and he has to be dealt with. Even if he just ends up being a fog for 1/2 turns, I still feel like he is worth it. Stopping the damage on something buys you a few more turns to help stabilize. Then later he turns into a pretty quick clock that does not cost extra mana.
Monastery Mentor - If I can untap with him, I almost feel like I can't lose. He turns into a very fast clock and can drop a bunch of blockers to again buy a few turns. The tokens having prowess is kinda silly.
Not sure if either is 'better' than v-click but I like being able to apply pressure to the other guy. It seems like a lot of game go until turn 15+ then I am comfortable enough to start swinging with colonnades. I feel like having a way to end the game 5-15 minutes soon will help.
Amulet is probably in our favor. At least, its probably not worse than even, barring strange builds.
You want to mull hands that can't beat an early titan, and you want to resolve a planeswalker.
Don't carelessly use your LD lands (cavern of souls, slayer's stronghold, and sometimes sunhome HAVE to die.) Blasting a rando bounce land on turn 3 is frequently not a great play.
You can very well run them out of threats, so you shouldn't feel too pressured to act.
Most builds don't play hivemind anymore, and its almost unheard of to run 2 copies of pact of negation.
If your local meta was all control decks, they could do that, plus a second cavern, plus an academy ruins, plus a carnage tyrant or whatever in the board, plus whatever else, and you'll probably never win the matchup unless they mull to oblivion.
Assuming they're playing a reasonably standard build of the deck, they're not consistently going to have 3 pacts + hivemind.
You probably want both walkers vs scales, depending on the extent of your board.
Teferi is not great against burn, dredge, infect, and is pretty medium against storm.
I don't think jace is really ever worth cutting.
The matchups he's not good in, terminus is usually really good, and a turn 5 terminus + gain 3 life is better than a turn 6 terminus.
You probably don't want to spend removal on azusa or snakes. They don't have that many threats in their deck, so you can run them out.
Cavern is good, but they usually only play 1, and you do have removal. You can also counter summoners pacts.
hey, first time posting here, just building the deck and hopefully will have it in a week or so, i would like to ask, why people isnt trying telling time instead of hieroglyphic?, seems like a better option for me to setup terminus at instant speed and so.
And btw is there a discord for this deck? would like to join if possible
I play 2 telling time MB, im very happy with this results, no trigger miracles and its instant. In another list i play 1or 2 mystic speculation, its find but no draw cards only you pay kicker for return...maybe its card advantage.
I saw McWinSauce having 7-2 ang 6-1 lists running only 2 Jace, 1 Teferi and 1 Gideon of the Trials and really liked the idea. I'm on 2 Jace, 2 Teferi, but I'm feeling that lowering down the curve would be good and Gideon is really a problematic planeswalker against combo decks. I'm not sure we need 2 Teferi.
Thanks for your report! Im going to Team unified GP Liverpool, my list is very similar but play only 1 Hyeroglyphic and 1 2 telling time.
You do not think that the metagame is focused in combo or uninteractive decks? My sideboard is not closed because i have many doubts. My friend play Hardened Affinity and the other probably GWx Vizier... What do you think on these pairings, humans, spirits, storm, tron...its UW a good decision for a team unified?
My list for the GP Liverpool will be slightly different because I expect a lot more Tron than my LGS usually has.
Modern is a strange format where one usually makes the right play to sign up with a deck they know how to play even if it's not the flavor of the month. With that being said, I believe the meta will be really diverse and that's why I'm going with a general approach on my sideboard. I think the most common configuration will be a combination of a colorless deck (KCI, Scales, Tron); a Thoughtseize/Looting deck (Dredge, Mardu Pyro, BGx, H1, Phoenix); and a Creature Aggro deck (Humans, Spirits, Company). You can also throw in UWx, Valakut and Storm as the odd ones out.
To be honest I think Storm is on a bad place with all the incidental hate on Dredge. Valakut is probably a great choice. UWx Control is really tough deck selection because it'll be a really open metagame.
My team will be running UW Control, Dredge and Scales. I don't expect to carry as hard as I did in Madrid last year with GDS, but they have two strong g1 decks and I hope they can carry enough for me to stumble on a few bad draws. We wondered if my Dredge player should be playing Storm instead but we decided against it. Even with the ammount of expected hate, since it's unified the RIPs and Leylines will be spread among all three players meaning that it won't be as hard.
Someone on the control discord pointed me towards Cataclysmic Gearhulk as tech for the spirits/humans matchup. It has really impressed me so far. It stabilizes the board and puts a clock on them all in one. I'm playing it instead of the angels for now and hahe an extra timely reinforcements for the life gain.
I also like how it has immediate impact on the board even if it gets removed.
That can't be better than Jeskai, can it? Esper Charm is powerful but I'm not sure its even better than Illumination and it definitely can't replace Opt.
I recently played the list with a small black splash for 2 fatal push and 3 unmoored ego, 1 engineered explosives in side.
The list improves some pairing of combo and spirits / humans, but it destabilizes the mana base, you can not play 5 colorless lands with a splash, and you have to remove some basics lands to put fetchlands and shocks as polluted delta.
I have not tried Jeskai miracles, but I think the bolt/helix are better than push because they give you a pressure clock, along with snap / vendilion I think you can finish games faster than with UW or Esper. Maybe it does not kill bigger creatures but I think it helps UW more than not the push.
This is my list to GP Liverpool (team unified). It is possible that you see some cards like Entreat the angels that maybe could come out, but in this case I have tested it and it has given me many games, especially to finish them before, mirrors, bgx etc...
The second rune halo i thought about changing it for something else, but i do not know which one. Thanks for your opinions!
Being on 3 Terminus / 1 Supreme Verdict, 2 Jace is enough and I find that combo decks are the worst for us. So Gideon helps in that way, lowering the curve at 3CMC vs. 5CMC for Teferi. 2 Vendilion Clique helps shoring out random combo and fringe decks as well as Humans / Dredge sometimes. I like it. Mr.McWinSauce plays something similar for the walker suite and it feels right.
Modern
Currently Playing
UW UW Control/Miracles
R Skred Red
Retired
BU Faeries
RGW Naya Burn
BW B/W Tokens
You want to mull hands that can't beat an early titan, and you want to resolve a planeswalker.
Don't carelessly use your LD lands (cavern of souls, slayer's stronghold, and sometimes sunhome HAVE to die.) Blasting a rando bounce land on turn 3 is frequently not a great play.
You can very well run them out of threats, so you shouldn't feel too pressured to act.
If your local meta was all control decks, they could do that, plus a second cavern, plus an academy ruins, plus a carnage tyrant or whatever in the board, plus whatever else, and you'll probably never win the matchup unless they mull to oblivion.
Assuming they're playing a reasonably standard build of the deck, they're not consistently going to have 3 pacts + hivemind.
Teferi is not great against burn, dredge, infect, and is pretty medium against storm.
I don't think jace is really ever worth cutting.
The matchups he's not good in, terminus is usually really good, and a turn 5 terminus + gain 3 life is better than a turn 6 terminus.
Cavern is good, but they usually only play 1, and you do have removal. You can also counter summoners pacts.
And btw is there a discord for this deck? would like to join if possible
https://discordapp.com/channels/372533831334625290/ (Control discord with UW topic)
https://discordapp.com/channels/301510484669235201/ (Legacy Miracle: topic under Modern: Miracles)
Legacy: UWR Miracles [https://deckstats.net/decks/44442/1092831-uwr-miracles-2]
Aggro: Naya Burn RWG
Combo: Scapeshift RG
Control: Jeskai Control UWR
Legacy
Control: Miracles UW
Aggro: Burn R
Modern
Currently Playing
UW UW Control/Miracles
R Skred Red
Retired
BU Faeries
RGW Naya Burn
BW B/W Tokens
Thanks for your report! Im going to Team unified GP Liverpool, my list is very similar but play only 1 Hyeroglyphic and 1 2 telling time.
You do not think that the metagame is focused in combo or uninteractive decks? My sideboard is not closed because i have many doubts. My friend play Hardened Affinity and the other probably GWx Vizier... What do you think on these pairings, humans, spirits, storm, tron...its UW a good decision for a team unified?
Thanks!
In few days i will show my list for GP.
See you in Liverpool!
I also like how it has immediate impact on the board even if it gets removed.
Do you guys have any thoughts on this idea?
Against Spirits / humans, does not affect quellers, thalias, freeboter, side gaddog teg and sin collector.
In general, I feel that the pairing can be fighting but sometimes you need some cheaper removal, maybe the second oust in the 75.
Bolt/helix are much better than push.
I recently played the list with a small black splash for 2 fatal push and 3 unmoored ego, 1 engineered explosives in side.
The list improves some pairing of combo and spirits / humans, but it destabilizes the mana base, you can not play 5 colorless lands with a splash, and you have to remove some basics lands to put fetchlands and shocks as polluted delta.
I have not tried Jeskai miracles, but I think the bolt/helix are better than push because they give you a pressure clock, along with snap / vendilion I think you can finish games faster than with UW or Esper. Maybe it does not kill bigger creatures but I think it helps UW more than not the push.
This is my list to GP Liverpool (team unified). It is possible that you see some cards like Entreat the angels that maybe could come out, but in this case I have tested it and it has given me many games, especially to finish them before, mirrors, bgx etc...
The second rune halo i thought about changing it for something else, but i do not know which one. Thanks for your opinions!
[/b]
//lands
4 Celestial Colonnade
4 Field of Ruin
4 Flooded Strand
1 Ghost Quarter
2 Hallowed Fountain
5 Island
1 Mystic Gate
3 Plains
//Instants and sorcerys
3 Cryptic Command
1 Entreat the Angels
1 Hieroglyphic Illumination
2 Logic Knot
1 Mana Leak
1 Negate
4 Opt
1 Oust
4 Path to Exile
1 Settle the Wreckage
1 Spell Snare
1 Telling Time
4 Terminus
1 Timely Reinforcements
//planeswalkers
3 Jace, the Mind Sculptor
2 Teferi, Hero of Dominaria
//enchantments
1 Detention Sphere
1 Runed Halo
1 Search for Azcanta
//creatures
2 Snapcaster Mage
1 Vendilion Clique
//Sideboard
1 Baneslayer Angel
1 Cataclysmic Gearhulk
2 Dispel
1 Geist of Saint Traft
1 Grafdigger's Cage
1 Lyra Dawnbringer
1 Negate
2 Rest in Peace
1 Runed Halo
2 Stony Silence
1 Timely Reinforcements
1 Vendilion Clique
2 Snapcaster Mage
2 Vendilion Clique
2 Jace, the Mind Sculptor
1 Teferi, Hero of Dominaria
Being on 3 Terminus / 1 Supreme Verdict, 2 Jace is enough and I find that combo decks are the worst for us. So Gideon helps in that way, lowering the curve at 3CMC vs. 5CMC for Teferi. 2 Vendilion Clique helps shoring out random combo and fringe decks as well as Humans / Dredge sometimes. I like it. Mr.McWinSauce plays something similar for the walker suite and it feels right.
Aggro: Naya Burn RWG
Combo: Scapeshift RG
Control: Jeskai Control UWR
Legacy
Control: Miracles UW
Aggro: Burn R