Quote from CloudKick3r »So I played UW "Half and Half" in my first modern tournament (a very small one) last week. Here is the list I used:
Neo7hinker's DeckMagic OnlineOCTGN2ApprenticeBuy These Cards
Land (26)3x Celestial Colonnade4x Flooded Strand4x Ghost Quarter4x Glacial Fortress4x Hallowed Fountain4x Island3x PlainsPlaneswalker (3)1x Elspeth, Knight-Errant1x Elspeth, Sun's Champion1x Gideon JuraCreature (13)4x Kitchen Finks1x Restoration Angel1x Snapcaster Mage1x Sun Titan2x Vendilion Clique4x Wall of OmensInstant (13)3x Cryptic Command3x Mana Leak4x Path to Exile3x Spell SnareSorcery (4)4x Supreme VerdictEnchantment (2)2x Detention SphereSideboard (15)2x Dispel1x Glen Elendra Archmage2x Engineered Explosives2x Kor Firewalker2x Negate2x Rest in Peace2x Spellskite2x Stony Silence
Note: I only own 1 Restoration Angel and 1 Snapcaster Mage at present, and 0 copies of baby Jace so perhaps that will clear up some confusion in that area.
I've never written a report before so apologies if this is poorly formatted or isn't of much use to anyone but I thought I'd share nonetheless since I have received some great tips from this community in the past few weeks. Also, my memory is a bit hazy and I didn't take notes but the following is my best recollection:
R1 - Bw Devotion/Vampires, I'm on the play...
G1: She comes out really fast with a bunch of Vampires, Nykthos, Shrine to Nyx fueling all of her mana needs, but I decide not to pop Ghost Quarter when most of her hand is in play and I could make better use of the mana. She manages to get me down to 5 before I dig into a Verdict and destroy her board (main deck board wipes FTW). Wall of Omens and I think a Kitchen Finks block Bloodghasts while Vendilion Clique and Celestial Colonnade do their thing.
G2: Her IoK missed when I kept a hand with lands and Cryptic, Verdict, Elspeth 1.0 (maybe I should have sent it back? Verdict + the mana to cast it + Command + win con seemed likely to be good enough to get there). Detention Sphere on multiple Bloodghasts was sweet, while my two Verdicts swept up wave 1 and wave 2 of her army. My Elspeth died to her Athreos, God of Passage (I think) when she had the Path for my blocker. A pair of Cryptics bounced the God for a couple turns in a row (and drew more cards) while Clique and Finks (and I think a Colonnade attack) got the job done.
R2 - UR Storm, I'm on the play...
G1: He mulled to 5. I let him cast all the card selection/cantrip cards he wanted to. He played back to back Goblin Electromancers and passed the turn. I cast Verdict the following turn, wrecking his plan to go off. He just plays more cantrips and passes. I draw and pass as well, holding up mana for Clique/Command. He casts a couple of Pyretic Rituals and tries for Past in Flames, which I Cryptic. I play it safe and play draw-go, leaving mana up for Leak/Snare/Cryptic. I tapped down to 2 mana on one of his end steps to play Clique. Once I hit enough mana to play Elspeth 1.0 and still have Leak+Snare up, I put her out there to speed up the clock and the game was over soon after.
G2: He mulls to 5 again! I felt bad for him. He plays cantrips into Defense Grid while I have only Spell Snare up and I no longer feel bad for him lol. He plays Goblin Elecromancer and Pyromancer's Ascension. I Path the Goblin on my next turn and deploy a threat (Clique grabbing a Past In Flames if my memory serves correct). He spends his next couple turns sculpting and trying to get Ascension online (having to re-deploy it once) but I bounced it twice with Cryptics and continued to draw cards. When I feel it's safe to turn the corner, I activate Colonnade to help out Clique on offense and get there in a couple turns.
R3 - Ad Nauseum, I'm on the play again!
G1: Colonnade go! He plays a Gemstone Mine and a Serum Visions. I decide I'm in no real hurry to deploy Wall and would rather keep up counter mana. His turn 2, he tries for Pentad Prism which I Spell Snare to slow him down. He continues sculpting his hand. I eventually Clique him and get a clock into play, taking something relevant. He goes for Angel's Grace into Ad Nauseum. I Mana Leak. He casts Pact of Negation but I have the Cryptic Command (which draws me into another piece of counter magic). He spends some turns cantripping/filtering while I just swing with Clique. I think I play a second Clique at some point to take something relevant again. He tries to deploy Phyrexian Unlife at some point and I have the Leak for it. GG
G2: I'm happy to have taken game 1 and am feeling good about G2 since I'm boarding out 9 dead cards for 4 more counters (5 if you count Glen Elendra Archmage), 2 Stony's (for his Prisms and Lotus Blooms), and 2 Spellskites. I don't remember much about this game, but I know he goes turn 1 Lotus Bloom. I Negated his turn 2 Pentad Prism. Turn 3 he sculpts and my turn 3 I don't have the Clique (guess I can't have one every game when I only run 2 copies ). He sculpts some more on his turn 4, and I leave up my mana for Snapcaster Mage into flashback Negate. On his turn 5, Bloom comes off suspend and I feel like my best chance is to try to counter the Bloom (pretty sure in hindsight, I should have kept this for the AN I was expecting). Anyway, he has the Pact of Negation for my Negate and I'm tapped out when he sacs it for Angel's Grace into Ad Nauseum. Punt?
G3: Crazy game! I keep a mitt full of counter magic (literally all I have in my hand, but I figure my probability of drawing into a threat by the time I'm ready to deploy it is decent). I play draw-go for a while and just counter all of his relevant stuff. I continue to draw into more counters while he sculpts. Eventually I play Clique and see Angel's Grace, Ad Nauseum, Supreme Verdict and something irrelevant (in this situation) like Lightning Storm. I decide that I have enough counter magic that I should be able to keep him from winning the game with the AN, and protecting my clock from the uncounterable kill spell is my priority (*more on this below). I proceed to beat him down for 3 a turn for like 5 or 6 turns in a row. When I think I might have it, he casts Darkness to prevent the lethal damage. I think I might have it again next turn, he announces Angel's Grace and puts it on the stack. I brain fart and go for the counter (which I can't actually do so we rewind, essentially just giving away information). Grace resolves, then he goes for Silence. He's got the mana for Ad Nauseum and almost certainly has the card in hand at this point so I feel like it's a must-counter. I go for Dispel, he responds with Pact. I respond with Mana Leak and have 4 mana left open. Silence is countered but he has the mana and decides to go for Ad Nauseum anyway, which I have the counter for. *handshake*
My opponent tells me he made a mistake by casting Ad Nauseum on my turn; he says if he would have waited until his turn, he would have had it. I'm not really sure how it would have made a difference, since I'm pretty sure I had more counters than he had spells I needed to counter but I assume he knows his deck better than I do and feel a bit lucky to get away with a win.
He also mentioned that I made a misplay when I Clique'd away his Supreme Verdict while he was holding Ad Nauseum and Angel's Grace. I said I had a ***** ton of counters in hand that were all live against his deck and only Clique in play as my clock. My line of thinking was "protect the clock, win the counter war, win the game". Is this correct? Or is it generally considered that if the opponent has an AN in hand, the only correct play is that you take that? And how does that change if they're holding 2 copies of AN but only 1 copy of their damage-mitigation spell (Grace or Unlife)? Do you take 1 of the AN or the Grace/Unlife?
R4 - ID with the only other 3-0 player to split prize money.
Given my matchups, the MVP's were (probably unsurprisingly) Vendilion Clique and counter magic (especially Cryptic Command!). Celestial Colonnades beat some good face as well. Overall the deck felt good to me, but maybe that's just because I was winning and things seemed to be going my way (e.g. Storm opponent mull'ing to 5 in both games and never found a Blood Moon, drawing Clique in like every game he was important lol).
I saw Elves, Merfolk, another UW midrange-y deck, and Burn on nearby tables but no idea what the other 15-ish players were on. I'd like to go back again but am considering some changes to the SB:
Add to SideboardMagic OnlineOCTGN2ApprenticeBuy These Cards
3x Chalice of the Void2x Disenchant
Cut from SideboardMagic OnlineOCTGN2ApprenticeBuy These Cards
2x Dispel1x Glen Elendra Archmage2x Spellskite
Is it a mistake to not play Disenchants? I felt a little lucky when my storm opponent reminded me that they play Blood Moon and I realized I forgot to consider this card when I was putting my SB together before the tourney. My only outs would have been counter it before it hits plays, or D-Sphere/Cryptic after it lands and Cryptic seems unlikely. Disenchant hits Worship, Blood Moon, Pyromancer's Ascension, Jeskai Ascendancy, Eidolon of the Great Revel, Phyrexian Unlife, Aether Vial, Ghostly Prison, Cranial Plating, Steel Overseer, 8-rack kill cons, Wild Defiance/Rancor/Inkmoth Nexus, Defense Grid out of some boards lol, anything else of note?
For Chalice, although I have no way to accelerate it into play, it seems like it could really do some damage against a lot of decks, even if it's not coming down until my turn 2:
Storm x=1: Gitaxian Probe, Sleight of Hand, Serum Visions, Thought Scour, Lightning Bolt. Extra copy on x=2 for Electromancers, Ascensions, Rituals, Manamorphose, Echoing Truth out of the board
Ad Nauseum x=0: Lotus Bloom and Pact of Negation. x=1 counters Angel's Grace, Silence, Spoils, 8 Cantrips, 1 copy of Gigadrowse lol
Elves x=1: Nettle Sentinels, Heritage Druids, Elvish Mystics, Llanowars
Burn/Zoo x=1: Bolts, Guides, Spikes, Nacatls, Swiftspears, Kird Apes, Path to Exile
Tron x=1: Maps, Stirrings, Stars, Spheres, Nature's Claim out of the board
Affinity x=0 on the play, or possibly x=2 if you're afforded the time with blockers/Verdicts?
Living End x=0
Anyone tried Chalice in their board? If so, how many Path/Snare/Dispel did you run in your 75? Thanks!
Quote from Nufc_indy »Neo7thinker, I played a list very similar to your Clash of the Titans for the local Modern Monday. I'd say it's a decently competitive meta (couple of guys have been to the Pro Tour), so felt like I got some good games in. The list was based on what's posted here: http://www.mtggoldfish.com/deck/382264#paper
My changes (largely due to budget):
-2 Mystic Gate
+1 Seachrome Coast
+1 Polluted Delta
-1 Vendilion Clique
-1 Glen Elandra Archmage
+1 Wrath of God
+2 Tormod's Crypt
Went 4-0, which was my first time doing so. Previously had topped out at 3-1. Matchups were:
Abzan Company 2-0
Game 1 I was able to wrath a couple of times and keep him off the combo. Eventually the board was clear and Gideon got in for 3 swings and GG
Game 2 was closer. He got an infinite life combo off. However, I was able to wipe his board clear of creatures afterwards, and eventually started recurring Ghost Quarter with Sun Titan to keep him off all mana. He eventually conceded to me.
Game 1 he started off rather slowly and I was able to wrath on turn 4 with lots of life. He played out the rest of his hand on turn 5, which met another wrath. From there, a Gideon came down and closed it out
Game 2 he kept a one lander. I was stuck on two lands for a while, but was able to Spreading Seas his nexus and then keep his Mox Opal turned off. I found lands, he didn't and the game ended pretty quickly
Living End 2-0
Game 1 was back and forth. He got me down pretty low, but I was able to find some well timed Cryptics and stay alive. Gideon was able to soak up lots of damage for me, and after he played his fourth living end, I was able to wrath and close it out
Game 2 he got stuck on lands early. I was getting in some decent beats with Gideon and should have closed the game out when he Violent Outburst'ed. Instead, I punted hard and Cryptic Commanded that instead of waiting for Living End. He got me down a bit lower, but I was able to regain control and close the game
Game 1 I think he killed me on Turn 3 or 4. I was stuck on three lands with a wrath in hand, but he had Inkmoth + Become Immense so I was dead anyway.
Game 2 I got a Runed Halo down the turn after he played a Blighted Agent and then when he followed up with Glistener a couple turns later I was able to find my second Halo. Some running Ghost Quarters and a hand full of answers kept his Inkmoth off line and Gideon/Clique did the beat down
Game 3 was similar. No Halo's, but my answers lined up well with his protection spells. Condemn+Path+Dispel made it tough sledding to get through for any damage.
Overall, I felt the deck played really well. I never saw Venser in any game, and only saw Knight Errant once (the game against infinite life, so she was kind of useless). I had fun playing it (helps when you're winning), but can't wait to run it out again
Quote from chowabbajack »Thanks for the primer write-up. I'm in the process of assembling pieces for this deck, with my prior experience having piloted several variations of 8Rack and Merfolk. I did have general questions to help clarify what this deck does.
i) Where do we draw the line between UW control and UW superfriends(e.g. http://www.mtggoldfish.com/deck/385314#paper)? Is it 6 or more planeswalkers, namely Jace, Architect of Thought? Or the lack of counters and Cryptic Command?
ii) Why do some UW control lists play ~15 creatures with Supreme Verdict? This seems counter-intuitive to me, as you are opening up a vulnerability of being caught off-balance by having to wipe your own board state or else having a dead card in hand.
iii) What is the general feeling towards Serum Visions? It's rarely seen in lists, but I would like to know what other cards would play well with it. Here's a list that did well with a playset in the main: http://www.mtggoldfish.com/deck/388112#online
Quote from Neo7hinker »
Amazing write up! Thank you for this, further proving how formidable this approach is (my fav as you can read from my comment above).
I've yet to try Chalice in the board, but may be counter-productive for us unless we're playing it at '0'.
I currently run 4 Path, 2 Snare, 2 Dispel in the 75.
I think Disenchant, or any Enchantment/Artifact removal effect, is important for UW in the side. Good call.
Are you on FB? If so, have you seen my UWx community? It would be awesome if you could share this write up there!
Quote from Magicman657 »I played a Modern event today for Expeditions and went undefeated to claim a Misty Rainforest. I usually play Merfolk; after getting a feel for the decks in the meta for the last event 2 weeks ago, I came across this list (http://mtgtop8.com/event?e=11774&d=267147&f=MO) which I liked and tweaked it to my own liking. I was expecting a mix of Merfolk, UR Eldrazi, Black Eldrazi, Burn, Ad Nauseum, Jund, Infect, and Affinity (about 70% of those decks were present). Here's what I ran:
Coffee Vampire's DeckMagic OnlineOCTGN2ApprenticeBuy These Cards
Planeswalkers (3)2 Elspeth, Sun's Champion1 Jace, Architect of ThoughtCreatures (10)2 Jace, Vryn's Prodigy4 Snapcaster Mage4 Wall of OmensSpells (21)2 Condemn4 Path to Exile1 Cyclonic Rift3 Mana Leak2 Ojutai's Command3 Cryptic Command2 Sphinx's Revelation4 Supreme VerdictLands (26)4 Flooded Strand4 Hallowed Fountain4 Glacial Fortress4 Celestial Colonnade2 Temple of Enlightenment4 Island2 Plains2 Tectonic EdgeSIDEBOARD1 Tectonic Edge2 Rest in Peace2 Stony Silence1 Hurkyl's Recall2 Disenchant2 Dispel1 Lone Missionary2 Vendilion Clique2 Timely Reinforcements
Round 1, I won 2-1 against UR Delver. Wasn't much to say about this; the one game I lost was mostly due to mana issues. Pretty easy and the heavy creature removal is useful here.
Round 2, I won 2-0 against Red Deck Wins. I was paired down for this round; he was a playing a mono-red variant of RDW with Hellspark Elemental. Game 1 was pretty easy to take control of once I resolved Sphinx's Revelation for a lot. Game 2, he mulled to 6 and started with a Leyline of Punishment. Despite this, I had basically the perfect mix of removal and counterspells to stabilize long enough for Elspeth to get online, and ended the game at 3 life.
Round 3, I won 2-1 against Black Eldrazi (the processor version). He wasn't super familiar with either deck and ended up taking a significant portion of the clock (I knew both lists pretty well and was keeping it moving as fast as I could). In game 3 we got to time with me having an Elspeth on board with Cryptic, Snapcaster, Verdict, and Tec Edge in hand to his 1-2 cards in hand, Eye, and a few 2/2s, which was pretty clear cut in my favor. He ended up conceding the game which I think was reasonable considering his disproportionate amount of time used and the fairly solid lock I had on that game.
Round 4, I ID-ed with my opponent (who I ended up playing in the finals).
Top 4, I won 2-1 against Lantern Control. I nearly had him in game 1; he got an Ensnaring Bridge online and I had a two-turn clock ready with 2 Cryptic Commands in hand. I bounced his Bridge at end of turn, attacked him for 9, and passed. I had just enough mana so when I played my land drop next turn, I'd have lethal after using Cyptic at his end step on Bridge once he replayed it. He then proceeded to topdeck Surgical Extraction, nailed the Cryptic in the yard, and out the window went my shot at winning game 1. Game 2, I sided in 11 cards and went with a much more aggressive plan. I played 3 2/1 creatures and countered his Bridge twice before he died. Game 3, I kept a hand with 3 land in it including one Flooded Strand. Played a Colonnade T1, then he Inquisitons me, and then casts Pithing Needle on Flooded Strand after seeing it in my hand. My next two draws are both Flooded Strands (>.<). However, I proceed to draw a 4th mana, and I'm sitting with an Ojutai's Command and a Cryptic Command in hand. He proceeds to mill off a bunch of cards including Snapcaster Mage and Hurkyl's Recall, giving me a Lone Missionary, some Colonnades, and other lands to draw each turn as he amasses a large number of mill-rocks and 3 Bridges on board. I waited until I had about 16 cards left in my deck (having around 13-14 lands in play by now including 3 Flooded Strands still being Needled), wait for him to tap out in his main phase (he has 4 lands including 1 Glimmervoid and no Opals), cast Ojutai's Command, reanimate Snapcaster Mage, then cast Hurkyl's Recall, completely wiping his board. I attack him, he tried to replay Needle on my Colonnades, which I counter, and proceed to kill him the next turn. It took forever, but Ojutai's Command in my starting hand ended up being the game winning card. This matchup is awful to play and took an eternity to get through.
Finals, I won 2-1 vs GB The Rock. My opponent took game 1 after I proceed to flood out (ended up with 10 lands to his 5). He played it very carefully; never overdeployed and just forced me to 1-for-1 him on each threat before dropping the next one. Game 2, He Thoughtseizes me turn 1, and turn 2 I draw Elspeth with a clear path to play her on turn 6. He was absolutely not prepared for the carnage that she delivered Game 3 was very grindy. I ended up missing my 4th land drop, but managed to find the 4th land on turn 5, which turned on a bunch of cards in my hand, and I was eventually able to start fighting my way back into the game. I got him down to 2 cards in hand, and from there I resolved a Revelation for 3 and that was pretty much where it finally turned around for me. This was an extremely grindy match and there were definitely points at which he could have drawn a Liliana of the Veil which likely would have locked me out of the game, but fortunately he seemed to be flooding the same way I did in game 1.
I really liked the 4/2 split on Path to Exile / Condemn, both cards did amazing work for me. Ojutai's Command was also surprisingly good and enabled some rather unique lines of play after turns 5 and 6. I'm almost kinda sad that the meta is about to change as I really like this deck. Hopefully it endures whatever the new metagame will look like, because it felt really powerful today.
Quote from Kahleelah »Results from a 40-person Modern event at my lgs. Meta was quite diverse, with a skew towards Living End and Abzan. Of note, just to confirm it's dominance, there were four Eldrazi variants registered, and 3 of them made t4 - 75% conversion. The only reason the 4th did not make it was that he showed up late and suffered a match loss. Our Modern meta is full of spikes, with a few rogue/brewers out there. I consider most Modern events here highly competitive.
My list for reference: http://mtgtop8.com/event?e=11885&d=267995&f=MO
R1 vs Naya Burn (including Nacatls)
Game 1 I'm on the play, and I don't know what he's playing, but I am familiar with his deck choices and they usually involve Red. I see Wall/Finks/Image and am happy to keep. I open with a fetch, he goes fetch/shock/Nacatl. I play Wall, he fetch/shocks into Goblin Guide and Swiftspear, netting me a land and him first blood (wall blocking Nacatl). I cast Finks, he casts a Boros Charm and swings. I block SS with Wall and Finks trades with Nacatl, dropping to 11. Finks persists, and on my go I copy Finks with Image back to 15. He casts Lava Spike, and swings. My notes are not clear on the sequence here, but I did follow up with Gideon and then Sun Titan, burying him in value/lifegain.
In: 2 Dispel, 2 Negate, 1 EE, 1 Glen Elendra. Out: 1 V-Clique, 1 Sun Titan, 1 Elspeth, 3 Cryptic Command.
G2 I keep a risky hand, that in hind sight I should have mulled: 4 lands, Engineered Explosives, Restoration Angel and I think Supreme Verdict. My thought process was that EE would keep him from spamming the board with 1-drops, buying me some time to establish a board/find a Finks to play with Resto. The problem was if he had all gas in burn spells, or if I drew lands. He had gas, starting with Nacatl, which, after getting hit twice I had to EE. He followed up with a Lavamancer, which ate a Path. He had Boros Charm and Bolt to the face, dropping me to 7. I flash-blocked a Swiftspear with Resto, but he had a landfall powered Searing Blaze to finish it and drop me to 4. Wall of Omens was not good enough for me to survive another Searing Blaze and a suspended Rift Bolt.
G3 I have a much better hand with Finks, Image and Condemn, which all ensure I survive the initial onslaught of Nacatl (turn 1 all three games!), Swiftspear, Bolt, Spike, Boros Charm, Bolt. Finks and Image (Finks) finish him off.
Round 2 vs Bant Company (no combo, Knight of the Reliquary, Voice of Resurgence, Eternal Witness et al.)
G1 on the draw, but he mulls to 5. He bluffs by commenting that he couldn't keep a six of 4x Mimic and 2x Endless One – he's an out of town player so I did not know what he might be playing. I keep a reasonable double Finks hand with Path, and after I cast my first one, he plays Image copying my Finks. We trade blows for a bit, and he has Intrepid Hero and a Birds, while I land Resto to reset Finks. Resto does some work, and after I remove his Intrepid Hero, he has no way to survive Colonnade beats.
In: 2x Dispel, 1 Wrath of God, 1 Vendilion Clique. Out: 1 Condemn, 1 Wall of Omens, 1 Elspeth, 1 Journey to Nowhere
G2 This was a more average grindy game – I wasn't sure exactly what his deck was doing since I didn't see a whole lot g1. He had a slow start even with Heirarch. I had Finks into Image, gaining me 8 life along with Resto. He cast Meddling Mage, naming Cryptic Command after I had cast a Path on his Voice of Resurgence. He followed that up with two Phantasmal Images, both copying MM. One named Blade Splicer (which I don't run) and the second named Verdict. I drew a Detention Sphere and felt pretty good about exiling 3 for 1. Ran away with the game after that, and closed with Colonnade beats over a large Scavenging Ooze and dorks + Gavony. Having Ghost Quarter was important here, as without that the Gavony Township would have beaten me.
Round 3 vs Naya Burn (No Nacatls)
G1 I'm on the play, and have Finks/Snap/Path, which I like. He opens with Goblin Guide, which nets me something like 3 lands in a row. He has a strong hand with Boros Charm, Helix, R Bolt, Lava Spike, which all drop me to 4 very quickly despite the 2 life off Finks. He won't kill Finks, but I have to play extremely conservatively with a Cryptic in hand to keep me alive vs Boros Charm or haste + burn spell. I let a Swiftspear hit me down to 3, but have a second Finks to come back to 4 after fetching. Finks and Snapcaster beat him down, with Colonnade delivering the final blow.
Sideboard same as round 1.
G2 I see the perfect possible hand vs a burn opponent: Island, Plains, Wall of Omens, Kitchen Finks x2, Phantasmal Image and Dispel. Of course I need a second white source, but with Wall, being on the draw, and the potential to Image Wall, this hand is ideal. I drew a Glacial Fortress on his turn one off GG
He has GG to start things off, which unfortunately nets me a land, meaning my land-go first turn results in a discard. I had to choose Image for the discard. He is able to drop me to 10 with Swiftspear and Rift Bolt, but double Finks with a critical Dispel on his Atarka's Command allows me to get there. He cast an Eidolon of the Great Revel with me at 10 and him at 3, which I think may have been wrong. He just traded with a Finks, but he did take 2 from a second Swiftspear. I was able to deal lethal thanks to a Phantasmal Image copying a Goblin Guide for hasty beats vs his tapped out team.
Round 4 vs U/R Blue Moon
G1 on the draw, was a horribly slow affair, with each of us playing Clique and him having many counters to slow my offense. Verdict was awful in this matchup, but Finks did serious work, chipping slowly at his life total while being a poor target for his Bolts and Burst Lightnings which went to my face instead. I basically had two Finks going to town for the whole game and he had a late Blood Moon.
In: 2x Dispel, 2x Negate, 1 Disenchant, 1 Glen Elendra. Out: 1 Elspeth, 4x Verdict, 1 Journey to Nowhere.
G2 was a frightening affair, with an early Blood Moon getting Negated, and my Finks getting leaked. He had a lot of burn+Clique to get me down below 10 quickly. The game dragged on with each of us making land drops but little in the spell department. I naturally drew and played 3 Islands, so Cryptic was live through the second Blood Moon that landed (he had Spell Snare for my Snap-Negate). This was critical to counter his Pia + Kiran, which was the only source of burn he had after 2 consecutive Bolts dropped me to 2. I was able to land a Clique of my own, and Detention Sphere on his Blood Moon made sure that Colonnade could finish the job.
Rounds 5 and 6 were ID's to lock T8, 2nd seed. Took time to go back to my place and make some food and relax.
T8 decklists are available on mtgtop8 via my decklist link. I played the R/G Eldrazi list.
G1 Was decent, with him mulling to 6. I had a strong opener with 2 Verdict and Wall/Finks, 2 fetches and 2 GQ. Finks did work, as did the second. He had t2 Reshaper into Mimic off Cavern of Souls and basics. Eye of Ugin came down along with a Smasher – this met a Verdict and my Finks kept swinging. He cast Thought Knot – I cast Cryptic Command to bounce my Wall of Omens and draw a card. He saw: 2x Supreme Verdict, Phantasmal Image, Path to Exile, Wall of Omens and land. He took a Verdict, I slammed Image copying Thought Knot, Path'd the TKS and he drew lands. 1-0
In: 1 Elspeth, 1 Wrath of God, 1 Vendilion Clique, 2 Spreading Seas. Out: 3 Restoration Angel (a HUGE mistake – I made up this sideboard guide the night before because I hadn't had a chance to test the m/u, but I totally blanked on the fact that Cavern makes Cryptic quite bad – should have taken out Cryptics here instead. My thought process was that Resto is too “cute” for this m/u, that the slight advantages gained off Wall/Finks are not enough to combat the powerful, fast Eldrazi. I still believe that to be correct, but CC is just worse), 1 Sun Titan (also bad), 1 Snapcaster (fine).
G2 was painful... My hand was strong enough with Seas, 2x Path and Finks, but I totally missed what the lands were – 1 Colonnade and 2 Glacial Fortress.....t1-3 tapped lands. I keep and regret immediately. He goes Stirrings into Eye of Ugin, t2 Matter Reshaper, t3 Reality Smasher. I Seas his Eye and Path the Smasher, but he has another Stirrings for Reality Smasher. And while I happily have Detention Sphere, he follows up with World Breaker, removing D-Sphere and killing me a turn later.
G3 He has Stirrings for Smasher and a second Stirrings on t2 for Temple. I have Clique and then Seas to slow things down, but I drop to 12 on turn 4 from Reshaper/Smasher. He casts World Breaker, and I get to Verdict (Reshaper hits Obligator into play). When I Seas his Temple, he sacs it for WB, returning it to hand. I Clique on his draw step and see: WB, Obligator, Bolt, land, land. I have a D-Sphere in hand, and I really want to Sphere the Breaker. I get locked into a decision between putting WB or Obligator away, trying to decide whether getting a 2-for-1 D-Sphere on the two Obligators is better than removing a WB (and losing a land). I plan too far ahead and am blind to the fact that I die to Obligator taking Clique, swing and Bolt. I put WB on the bottom and die.
I punted these games pretty hard, and I'll chalk it up to a complete lack of testing vs Eldrazi. I think this deck in some ways has game vs them, and it's a slightly moot point anyways. I did, however, experience that unless they are stumbling in some manner, it feels like playing from behind the whole game.
Top 8 was satisfying, and I was happy with the build overall. Changes I think I would make to this version moving forward would be: -1 Glacial Fortress +1 Coloured Source (probably Seachrome, maybe Fountain), -1 Journey to Nowhere +1 D-Sphere, -1 Elspeth +1 Cryptic or Knight Errant. -1 Surgical Extraction +1 Relic of Progenitus.
Any thoughts or feedback would be appreciated. I am going to goof around with a full draw-go with a top end of Ojutai and PW's for a bit until Eldrazi leaves and the dust begins to settle.
Thanks for reading!
Quote from BloodyRabbit_01 »Still wondering why in UW Control threads most people try to talk about Midrange or Stax builds.
Quote from wpgstevo »I'm eager to hear if other UW control players feel the same: does playing finks/resto put your deck in the mid-range category or is it still UW control.
To be clear, BGx running sweepers maindeck, in my mind, could be called control (or at least moving on the spectrum towards control). I'm not sure we have decks in the format that fit into the categories (aggro, midrange, control, combo) cleanly.
To me, maindeck sweepers is where the line makes sense. But we have at least one dissenting opinion. I look forward to more input.
Quote from BloodyRabbit_01 »And, yes - I'd consider Jund and Junk Midrange Control decks, with or without Damnation in the main.
That close the discussion.
In evidence that, here, Midrange and Control are the same thing. Which is wrong. And Tap-out Control is another thing. Tap-Out Control is the Biava's version of Azorius Control, to make an example. Being flexible, versatile, and adaptable doesn't qualify a deck such as Control. Neither we're talking about which is better, or if one is more fitted for a certain metagame. We're just discussing about classification.
But, hey, your article says the opposite. It's obvious that I'm on the wrong side, then.
So, Affinity is a Burn deck because it has Galvanic Blast, is a Control because it can draw off Thoughtcast, and Combo because Plating and Ravager interacts well with all the other spells. Way to go, Affinity players!
And, yes - I'd consider Jund and Junk Midrange Control decks, with or without Damnation in the main.