Eh Idk, you can do cute things like gift your snapcaster in response to them trying to remove it to get a 1 for 1. Gift hitting lands is nice to if you're on that field of ruin package. Also pretty decent with baby teferi.
Eh Idk, you can do cute things like gift your snapcaster in response to them trying to remove it to get a 1 for 1. Gift hitting lands is nice to if you're on that field of ruin package. Also pretty decent with baby teferi.
No, it's not good with the Field of Ruin plan - Field doesn't deny them mana, it just switches out problematic lands. If field of Ruin was Tectonic Edge then it would fit what that plan. But since you will have to Path to Exile the Elephant, giving them back the land you just destroyed, it's a terrible idea.
You also don't care if they kill your snapcaster, it already got a cards worth of value and now they spent a removal spell on it. Using 3 mana and a card to "counter" a fatal push/bolt/path/whatever is awful.
The card is terrible for UW, and probably terrible everywhere else in modern as well.
Eh Idk, you can do cute things like gift your snapcaster in response to them trying to remove it to get a 1 for 1. Gift hitting lands is nice to if you're on that field of ruin package. Also pretty decent with baby teferi.
No, it's not good with the Field of Ruin plan - Field doesn't deny them mana, it just switches out problematic lands. If field of Ruin was Tectonic Edge then it would fit what that plan. But since you will have to Path to Exile the Elephant, giving them back the land you just destroyed, it's a terrible idea.
You also don't care if they kill your snapcaster, it already got a cards worth of value and now they spent a removal spell on it. Using 3 mana and a card to "counter" a fatal push/bolt/path/whatever is awful.
The card is terrible for UW, and probably terrible everywhere else in modern as well.
Just to be clear, I think the card is terrible also. I'm just trying to see what scenarios it would do well in. And using with field of ruin isn't about denying them lands, its about denying colors. I think it would fit better in more midrange UW with wall of omens and Restoration angel. And even then I don't see it being that great.
On another subject, I want to know opinions on Spark Double. If you guys think it's too slow, or just a win more card. The effect can be potentially game breaking having 2 Jace, the mind sculpto or 2 Teferi, Hero of Dominaria on the board at the same time could set you so far ahead but resolving/protecting essentially 2 walkers could be too much to ask for. 2 Jace + fetch means card selection for 6 cards, 2 teferis means drawing 2 a turn and untapping 4 for interaction or even tucking 2. Idk seems like a pipe dream.
You're not denying colors in a field of ruin and path to exile deck.
Spark Double is only good when you already have a resolved planeswalker and 4 extra Mana laying around which means it's rarely going to be castable even when you're at parity and virtually never when you're behind. So yea, win more.
The 3-drop slot in UW is getting incredibly highly contested all of a sudden; first there was only really Vendilion Clique and Detention Sphere, now we have narset, little teferi, pact of negation and arcmage charm
UW has been functioning on 18 blue sources for a while now when cryptic actually demands 20, probably because field of ruin can be used to set up an extra blue source for turn 4. This isn't the case for arcmage charm and I'm always of the opinion you should aim to cast your spells on curve.
Perhaps by going to 25 lands again and cutting a basic plains for 2 extra blue sources, arcmage charm can get in; that gives 81.3% chance of casting it on curve before adding cantrips to the equation. With how crowded cmc3 is becoming, I feel that once we have to cut a single field of ruin to validify running charm, there might be better options.
I've been back on UW Control for another stint, leaving Jeskai. This time, I'm wonderfully suprised how good the deck is. I'm 6-2 in my 8 last matches and I feel very comfortable with the deck. Midrange seems 50/50 and Burn is tough, but aside that, I feel good agasint combo, aggro and the mirror also.
Little Teferi has been very good in control matchups, but in other matchups average. What are your thoughts guys on him ? Do you prefer Narset ? Or do you play something else ?
The thing with little Teferi is that his floor is very good; Kicked Blink of an Eye with some lifegain is really decent at 3 mana. When he sticks, a surprising amount of decks suffer under his passive
Narset plays a different role, she kind of replaced Search for Azcanta in being really powerful card draw, now with a passive that really punishes some top decks. Again, a card with a good floor (Impulse + gain life) and a devastating ceiling (2 Impulse + opponent's deck doesn't function properly)
With eyes on Modern Horizons I stepped away from the Ignite the Beacon testing since once horizons hits there's plenty different things to try out. My list was posted a few posts back; the mainboard now takes out Ashiok, Elspeth and Ignite the Beacon for 1 big Teferi, 1 little Teferi and 1 Narset. That has felt very strong.
I had the last couple of days to test a bit the new cards from War of the Spark. Here is the list I ended up with. The testing involved playing a lot of Tournament Practice room, which I know it's not the best place to get the most cutthroat competition... Regardless I excluded from my logs any games against really bad decks, players that showed completely lack of understanding of what was going on, games where the opponent just left after getting their pet card countered... I tried to just gather the data of the relevant games. I'm not going to post a description on each individual game but feel free to ask anything.
The goal is to spark some discussion on my individual card choices that may be a bit unorthodox for some. Feel free to ask about some of my sideboard plans. Specially since I'm not really settled on how to approach all of the matchups because having so more planeswalkers gets really strange when it's time to sideboard.
2-0 Frenzy Affinity
2-0 - 4C DShadow
2-0 - GTron
2-0 - GTron
2-1 - UTron
1-2 - Amulet
2-0 - GTron
2-0 - BR Midrange
2-0 - Burn
1-2 - UW Midrange
1-2 - BW Eldrazi&Taxes
2-0 - UG Delver
0-2 - Jund
2-1 - Dredge
0-2 - UR Control
2-1 - GTron
0-2 - UW Control
1-0 - UB Control
2-1 - GW Vizier Combo
2-0 - GR CoCo
2-0 - Ad Nauseam
2-1 - Merfolk
2-1 - Humans
2-0 - Living End
2-0 - U Control
I know it may seem a little dumb or out of place but I like to have that "miracle" when things get a little more dire. I know it's highly inconsistent and it's actually a nonbo with Narset but I have a special feeling for Terminus. I suspect that Day of Judgment is the way to go but having a board wipe that is clean and doesn't trigger "die" effects besides the Settle feels good.
Knowledge Pool? Care to explain? Literally just for the Littleferi combo? Seems like 6 mana is a bit much for our version of Karn Lattice.
This is to combo with the T3feri. I know it's a bit too cute but it feels really good against Tron and Control decks as well. It does little in many matchups but being 1of in the main rarely impacts at all. I put it in on the 3rd Jace's spot and looking back I never missed Jace when I drew it. Besides it has made me win a lot of matches against Tron that would be otherwise unwinnable.
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Currently Playing: WUMiracles ControlUW RUBGrixis Death's ShadowBUR
I know it may seem a little dumb or out of place but I like to have that "miracle" when things get a little more dire. I know it's highly inconsistent and it's actually a nonbo with Narset but I have a special feeling for Terminus. I suspect that Day of Judgment is the way to go but having a board wipe that is clean and doesn't trigger "die" effects besides the Settle feels good.
Knowledge Pool? Care to explain? Literally just for the Littleferi combo? Seems like 6 mana is a bit much for our version of Karn Lattice.
This is to combo with the T3feri. I know it's a bit too cute but it feels really good against Tron and Control decks as well. It does little in many matchups but being 1of in the main rarely impacts at all. I put it in on the 3rd Jace's spot and looking back I never missed Jace when I drew it. Besides it has made me win a lot of matches against Tron that would be otherwise unwinnable.
what did you think, if anything, about the mana base? like did you do any iterating on it, or just choose what 'seemed good' and just ran with it for a while? also, did the 2 blast zone / 3 field split play well? (especially interested on blast zones performance)
been muckin around with GDS and elves the last few weeks, jeskai is in a somewhat dubious spot, so i figured id start making the adjustments to UW super-friendly control, while also preparing for additions from horizons. the 3 mana UUU charm might require some adjustments to the mana base, and its also plausible that moving to snow basics for 1-2 copies of on thin ice will be beneficial. im thinking cutting one or both of the glacial fortresses for the new prismatic fetch (blue fetch works too, but more lands that can get oncolor basics is worth looking into). i also dont think a full set of colonnades is required in UWx anymore, so maybe dropping 1 or 2 for an island.
as for the knowledge pool lock. i can get on board with the reasoning of having a powerful game-closing lock to draw to at the expense of a single slot. kinda the same thing with the singleton terminus, an idea which i also toyed with a few weeks back; for such cards the inclusion of the first copy is by far the most impactful since it gives an entirely new axis that otherwise didnt exist. my only question is: did you ever just cast the card without baby teferi? the card reads like butt, so id be interested in first hand knowledge on what it does to games by itself.
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Modern: UWGSnow-Bant Control BURGrixis Death's Shadow GWBCoCo Elves WCDeath and Taxes (sold)
Yeah, my main issue with Pool is it literally reads as useless without T3feri. At least Mycosynth Lattice only eats up a sideboard slot. I can't imagine it being anything but a dead card without the other half of the combo.
Yeah, my main issue with Pool is it literally reads as useless without T3feri. At least Mycosynth Lattice only eats up a sideboard slot. I can't imagine it being anything but a dead card without the other half of the combo.
it does make me wonder why UW couldnt just run like 1 copy of the new karn. its not like you need to dedicate the whole sideboard to it, just have like an EE, cage/crypt, and a lattice. both the blue and white gearhulks aint bad either.
seems like UW is already supporting like 500 planeswalkers, whats 1 more right? lol
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Modern: UWGSnow-Bant Control BURGrixis Death's Shadow GWBCoCo Elves WCDeath and Taxes (sold)
Yeah, my main issue with Pool is it literally reads as useless without T3feri. At least Mycosynth Lattice only eats up a sideboard slot. I can't imagine it being anything but a dead card without the other half of the combo.
it does make me wonder why UW couldnt just run like 1 copy of the new karn. its not like you need to dedicate the whole sideboard to it, just have like an EE, cage/crypt, and a lattice. both the blue and white gearhulks aint bad either.
seems like UW is already supporting like 500 planeswalkers, whats 1 more right? lol
Karn can't protect itself. It's going to read "4cmc sorcery: draw a card, gain 2 life" the vast majority of the time. Except it's much worse because than that because it makes you downgrade a significant portion of your sideboard, and your opponent knows which card you drew. Which will often be lattice, which will then be a dead card. Also, if you played Karn on curve they have a full turn to figure out how to play around the card they now know about. Karn is not good in UW.
what did you think, if anything, about the mana base? like did you do any iterating on it, or just choose what 'seemed good' and just ran with it for a while? also, did the 2 blast zone / 3 field split play well? (especially interested on blast zones performance)
been muckin around with GDS and elves the last few weeks, jeskai is in a somewhat dubious spot, so i figured id start making the adjustments to UW super-friendly control, while also preparing for additions from horizons. the 3 mana UUU charm might require some adjustments to the mana base, and its also plausible that moving to snow basics for 1-2 copies of on thin ice will be beneficial. im thinking cutting one or both of the glacial fortresses for the new prismatic fetch (blue fetch works too, but more lands that can get oncolor basics is worth looking into). i also dont think a full set of colonnades is required in UWx anymore, so maybe dropping 1 or 2 for an island.
as for the knowledge pool lock. i can get on board with the reasoning of having a powerful game-closing lock to draw to at the expense of a single slot. kinda the same thing with the singleton terminus, an idea which i also toyed with a few weeks back; for such cards the inclusion of the first copy is by far the most impactful since it gives an entirely new axis that otherwise didnt exist. my only question is: did you ever just cast the card without baby teferi? the card reads like butt, so id be interested in first hand knowledge on what it does to games by itself.
The mana base feels actually quite solid. It's true that I've taken a couple of extra mulligans due to basic + double colorless land. I'm somewhat used to it because I used to run 4FoR+GQ. I started 4 FoR + 1 Blast Zone and I felt that I needed the BZ way more often that I thought I would. There were so many matches that I won due to it that made me want more of it. FoR on the other hand is kinda mediocre but it's something we really need for Tron, mainly. Aside from that, most people run enough basics for Path+FoR. Regarding the Snow basics, it's a neat idea because the removal is very cool. My issue with it is that you can easily get 2 for 1 with some effects but most of the decks we'd want the extra removal for don't have those types of cards. I could easily see cutting one Colonnade, one colorless land, one Glacial Fortress and jam some Vistas. They are quite good.
Regarding the Charm, I'm super hyped for it but we'd need 23 U sources to play it on curve. With my build I have exactly 18+4 cantrips which amount to the 20 needed for CC on curve. To play the charm I'd have to cut one of the colourless lands for another basic or dual, play 26 lands and probably two extra cantrips. We can always assume that the Charm will be played like a CC is and then our manabase is just fine. I'm super in love with the effects. They are relevant the entire game and in all matchups. I'm not that hyped over the fact that the 3cmc is super cluttered...
Yeah, my main issue with Pool is it literally reads as useless without T3feri. At least Mycosynth Lattice only eats up a sideboard slot. I can't imagine it being anything but a dead card without the other half of the combo.
it does make me wonder why UW couldnt just run like 1 copy of the new karn. its not like you need to dedicate the whole sideboard to it, just have like an EE, cage/crypt, and a lattice. both the blue and white gearhulks aint bad either.
seems like UW is already supporting like 500 planeswalkers, whats 1 more right? lol
The 1of Pool in the main I'm super positive about. The second copy on the sideboard is way more difficult to justify. I certainly had to cast it without the T3feri... and it felt incredibly bad. I would have to play Opts to mitigate the fact that it's super awkward because typically the opponent has the advantage. I'm super focused on the Tron matchup and that could be a mistake but I really feel that it's a winnable matchup if we dedicate enough resources to it. Dredge is probably the worst one but with 2/3 Rips and 1/2 Surgicals and some agressive mulliganing you can almost even it out.
I've seen it discussed people trading the second Teferi, HoD for a singleton Karn to get the Lattice lock and win on the spot. It does a similar job to the Pool combo and it's more consistent. On the other hand... Lattice is extremely bad as a magic card and it takes one sideboard slot necessarily. The Pool combo could be on the maindeck and sided in and out with lower opportunity cost, imho.
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Currently Playing: WUMiracles ControlUW RUBGrixis Death's ShadowBUR
We should be favored vs Tron and your list doesn't reflect that you are worried about Tron at all; only 3 field of Ruin? Detention Sphere, 2x Tef3, timely reinforcements,0 Surgical. You can shore up your Tron matchup without too much work just by changing around those numbers alone. We should also be more favoired, heavily favored, vs Tron come MH1 - I can't imagine them ever beating Force of Negation granted you don't cut down on the number of non-Tef3 planeswalkers. They are just never going to beat Narset, JTMS, or Tef5 with Force backup. I think the matchup will be so good that it might be correct to adopt a manabase similar to the one you already have; less than 4 Field and possibly more than 1 Blast Zone.
We should be favored vs Tron and your list doesn't reflect that you are worried about Tron at all; only 3 field of Ruin? Detention Sphere, 2x Tef3, timely reinforcements,0 Surgical. You can shore up your Tron matchup without too much work just by changing around those numbers alone. We should also be more favoired, heavily favored, vs Tron come MH1 - I can't imagine them ever beating Force of Negation granted you don't cut down on the number of non-Tef3 planeswalkers. They are just never going to beat Narset, JTMS, or Tef5 with Force backup. I think the matchup will be so good that it might be correct to adopt a manabase similar to the one you already have; less than 4 Field and possibly more than 1 Blast Zone.
By being worried about the tron matchup I meant the sideboard slots dedicated to it. I know I could tune the maindeck to beat tron more easily on g1, but I'd give up too many %points on other matchups to do so.
On the FoN thing, I kinda agree that it's a really good card to beat them but I'm not sure how much and where will we play that card. I'm interested in it conceptually but I struggle to see how the deck would look like with it.
Thinking back about the Charm... I'm imagining stealing their Expedition Map with it and I'm already giggling
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Currently Playing: WUMiracles ControlUW RUBGrixis Death's ShadowBUR
Sure, it downgrades a threat sometimes...
But you will inevitably have to 2 for 1 yourself - every time.
THE JUICE[BOX]³ CUBE
No, it's not good with the Field of Ruin plan - Field doesn't deny them mana, it just switches out problematic lands. If field of Ruin was Tectonic Edge then it would fit what that plan. But since you will have to Path to Exile the Elephant, giving them back the land you just destroyed, it's a terrible idea.
You also don't care if they kill your snapcaster, it already got a cards worth of value and now they spent a removal spell on it. Using 3 mana and a card to "counter" a fatal push/bolt/path/whatever is awful.
The card is terrible for UW, and probably terrible everywhere else in modern as well.
THE JUICE[BOX]³ CUBE
Just to be clear, I think the card is terrible also. I'm just trying to see what scenarios it would do well in. And using with field of ruin isn't about denying them lands, its about denying colors. I think it would fit better in more midrange UW with wall of omens and Restoration angel. And even then I don't see it being that great.
On another subject, I want to know opinions on Spark Double. If you guys think it's too slow, or just a win more card. The effect can be potentially game breaking having 2 Jace, the mind sculpto or 2 Teferi, Hero of Dominaria on the board at the same time could set you so far ahead but resolving/protecting essentially 2 walkers could be too much to ask for. 2 Jace + fetch means card selection for 6 cards, 2 teferis means drawing 2 a turn and untapping 4 for interaction or even tucking 2. Idk seems like a pipe dream.
Spark Double is only good when you already have a resolved planeswalker and 4 extra Mana laying around which means it's rarely going to be castable even when you're at parity and virtually never when you're behind. So yea, win more.
UW has been functioning on 18 blue sources for a while now when cryptic actually demands 20, probably because field of ruin can be used to set up an extra blue source for turn 4. This isn't the case for arcmage charm and I'm always of the opinion you should aim to cast your spells on curve.
Perhaps by going to 25 lands again and cutting a basic plains for 2 extra blue sources, arcmage charm can get in; that gives 81.3% chance of casting it on curve before adding cantrips to the equation. With how crowded cmc3 is becoming, I feel that once we have to cut a single field of ruin to validify running charm, there might be better options.
Little Teferi has been very good in control matchups, but in other matchups average. What are your thoughts guys on him ? Do you prefer Narset ? Or do you play something else ?
Cheers !
Aggro: Naya Burn RWG
Combo: Scapeshift RG
Control: Jeskai Control UWR
Legacy
Control: Miracles UW
Aggro: Burn R
Narset plays a different role, she kind of replaced Search for Azcanta in being really powerful card draw, now with a passive that really punishes some top decks. Again, a card with a good floor (Impulse + gain life) and a devastating ceiling (2 Impulse + opponent's deck doesn't function properly)
With eyes on Modern Horizons I stepped away from the Ignite the Beacon testing since once horizons hits there's plenty different things to try out. My list was posted a few posts back; the mainboard now takes out Ashiok, Elspeth and Ignite the Beacon for 1 big Teferi, 1 little Teferi and 1 Narset. That has felt very strong.
The goal is to spark some discussion on my individual card choices that may be a bit unorthodox for some. Feel free to ask about some of my sideboard plans. Specially since I'm not really settled on how to approach all of the matchups because having so more planeswalkers gets really strange when it's time to sideboard.
2-0 - 4C DShadow
2-0 - GTron
2-0 - GTron
2-1 - UTron
1-2 - Amulet
2-0 - GTron
2-0 - BR Midrange
2-0 - Burn
1-2 - UW Midrange
1-2 - BW Eldrazi&Taxes
2-0 - UG Delver
0-2 - Jund
2-1 - Dredge
0-2 - UR Control
2-1 - GTron
0-2 - UW Control
1-0 - UB Control
2-1 - GW Vizier Combo
2-0 - GR CoCo
2-0 - Ad Nauseam
2-1 - Merfolk
2-1 - Humans
2-0 - Living End
2-0 - U Control
4 Celestial Colonnade
3 Field of Ruin
4 Flooded Strand
2 Glacial Fortress
2 Hallowed Fountain
6 Island
2 Plains
2 Snapcaster Mage
1 Vendilion Clique
2 Jace, the Mind Sculptor
3 Narset, Parter of Veils
2 Teferi, Hero of Dominaria
2 Teferi, Time Raveler
1 Knowledge Pool
4 Path to Exile
1 Settle the Wreckage
1 Supreme Verdict
1 Terminus
1 Wrath of God
3 Cryptic Command
2 Dovin's Veto
1 Logic Knot
1 Mana Leak
1 Spell Pierce
4 Serum Visions
1 Timely Reinforcements
2 Celestial Purge
2 Ceremonious Rejection
2 Disdainful Stroke
1 Dovin's Veto
1 Knowledge Pool
1 Lyra Dawnbringer
2 Rest in Peace
1 Spell Pierce
1 Surgical Extraction
1 Timely Reinforcements
1 Vendilion Clique
WUMiracles ControlUW
RUBGrixis Death's ShadowBUR
Since you're not leaning heavily on the Jace, the Mind Sculptor/Terminus synergy.
This is to combo with the T3feri. I know it's a bit too cute but it feels really good against Tron and Control decks as well. It does little in many matchups but being 1of in the main rarely impacts at all. I put it in on the 3rd Jace's spot and looking back I never missed Jace when I drew it. Besides it has made me win a lot of matches against Tron that would be otherwise unwinnable.
WUMiracles ControlUW
RUBGrixis Death's ShadowBUR
been muckin around with GDS and elves the last few weeks, jeskai is in a somewhat dubious spot, so i figured id start making the adjustments to UW super-friendly control, while also preparing for additions from horizons. the 3 mana UUU charm might require some adjustments to the mana base, and its also plausible that moving to snow basics for 1-2 copies of on thin ice will be beneficial. im thinking cutting one or both of the glacial fortresses for the new prismatic fetch (blue fetch works too, but more lands that can get oncolor basics is worth looking into). i also dont think a full set of colonnades is required in UWx anymore, so maybe dropping 1 or 2 for an island.
as for the knowledge pool lock. i can get on board with the reasoning of having a powerful game-closing lock to draw to at the expense of a single slot. kinda the same thing with the singleton terminus, an idea which i also toyed with a few weeks back; for such cards the inclusion of the first copy is by far the most impactful since it gives an entirely new axis that otherwise didnt exist. my only question is: did you ever just cast the card without baby teferi? the card reads like butt, so id be interested in first hand knowledge on what it does to games by itself.
UWGSnow-Bant Control
BURGrixis Death's Shadow
GWBCoCo Elves
WCDeath and Taxes(sold)seems like UW is already supporting like 500 planeswalkers, whats 1 more right? lol
UWGSnow-Bant Control
BURGrixis Death's Shadow
GWBCoCo Elves
WCDeath and Taxes(sold)Karn can't protect itself. It's going to read "4cmc sorcery: draw a card, gain 2 life" the vast majority of the time. Except it's much worse because than that because it makes you downgrade a significant portion of your sideboard, and your opponent knows which card you drew. Which will often be lattice, which will then be a dead card. Also, if you played Karn on curve they have a full turn to figure out how to play around the card they now know about. Karn is not good in UW.
Regarding the Charm, I'm super hyped for it but we'd need 23 U sources to play it on curve. With my build I have exactly 18+4 cantrips which amount to the 20 needed for CC on curve. To play the charm I'd have to cut one of the colourless lands for another basic or dual, play 26 lands and probably two extra cantrips. We can always assume that the Charm will be played like a CC is and then our manabase is just fine. I'm super in love with the effects. They are relevant the entire game and in all matchups. I'm not that hyped over the fact that the 3cmc is super cluttered...
The 1of Pool in the main I'm super positive about. The second copy on the sideboard is way more difficult to justify. I certainly had to cast it without the T3feri... and it felt incredibly bad. I would have to play Opts to mitigate the fact that it's super awkward because typically the opponent has the advantage. I'm super focused on the Tron matchup and that could be a mistake but I really feel that it's a winnable matchup if we dedicate enough resources to it. Dredge is probably the worst one but with 2/3 Rips and 1/2 Surgicals and some agressive mulliganing you can almost even it out.
I've seen it discussed people trading the second Teferi, HoD for a singleton Karn to get the Lattice lock and win on the spot. It does a similar job to the Pool combo and it's more consistent. On the other hand... Lattice is extremely bad as a magic card and it takes one sideboard slot necessarily. The Pool combo could be on the maindeck and sided in and out with lower opportunity cost, imho.
WUMiracles ControlUW
RUBGrixis Death's ShadowBUR
On the FoN thing, I kinda agree that it's a really good card to beat them but I'm not sure how much and where will we play that card. I'm interested in it conceptually but I struggle to see how the deck would look like with it.
Thinking back about the Charm... I'm imagining stealing their Expedition Map with it and I'm already giggling
WUMiracles ControlUW
RUBGrixis Death's ShadowBUR