Caleb Durward just posted this list on Channel Fireball, that he took to a 2nd place finish at a PTQ - 1st place was a very similar deck by Joe Bernal.
I will be playing this tomorrow. Was playing it last night and really liked it-
I feel dirty playing it though but after my shower im staring at a PTQ win i will get over it quickly.
Just trying to figure out sideboard-
2 Threads
1 Spellskite
1 Disenchant
1 Negate
I dont know for local here if i would go with Rest in Peace- Stony Silence probably a better option for me.
Do you guys feel the all in combo works better? I built a version with Blade Splicer, Resto, Snapcaster, Wall of Omens, and Kiki Jiki. It's more or less URW Midrange with Kiki replacing Thundermaw for the possible combo kill but more often than not it just grinds out the game. I'd like to hear from someone who has more experience with the deck.
Do you guys feel the all in combo works better? I built a version with Blade Splicer, Resto, Snapcaster, Wall of Omens, and Kiki Jiki. It's more or less URW Midrange with Kiki replacing Thundermaw for the possible combo kill but more often than not it just grinds out the game. I'd like to hear from someone who has more experience with the deck.
The best thing about this deck is that it catches people off guard. I've been playing a UWR Control deck for a few months that has Kiki's and Exarch's in it. Now when you see Wall of Omen's on turn 2 (since Resto+Wall is becoming popular and more common) you aren't expecting to be playing against a Twin deck.
In my opinion what makes this deck different is the lack of Geist of Saint Traft and the ability to fall back on the aggro roll. You aren't going to realistically be able to win a game on the back of Restoration Angel when the control core has been weakened by adding a combo core.
If it's better just to play Twin, UWR Control or UWROmen/Finks I can't say because it's entirely meta dependent. This deck is solid and easily just as good as the two counter parts.
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By: ol MISAKA lo
Cockatrice: Infallible
Mhjames: mtgsalvation: I DON'T SEE HOW THIS CARD IS GOOD. I KNOW PATRICK CHAPIN USED IT AND WENT 8-0, BUT THAT WAS A SMALL TOURNAMENT. THE CARD IS TOO SLOW. YOU NEED TO MAKE SURE THE OPPONENT HAS A SPELL IN THE GRAVEYARD
Yeah, when I played the Durward/Bernal list (or my slight modification--sneaked in a Magma Jet, an Electrolyze, and a Teferi, but hate going down to 2 Bolts) against myself, it can win fairly often with the combo (more often than you'd think--it wins the most often with it against RG Artifact Tron pre-board), but it also happens to look pretty convincingly like a UWr Control deck (which is how I found I beat Zoo--Celestial Colonnade FTW). Even when I played the opposing decks as if they knew my full 60, my opposing decks were confused as heck.
Sadly, it tended to flop against Burn/RDW pre-board if it didn't stick one of its 2 Spellskites (and sometimes even if it did). It seems fairly well-positioned with Zoo on the rise and Burn/RDW sinking, though (even if it didn't do well against UWR Midrange and did better against Jund pre-board).
Lost to Esper mill. He had every answer he needed. Ended up getting milled for 26 on a double Archive Trap. G2 started with me dropping Celestial Colonade and getting my Deceiver Exarch's ripped from my deck. Felt bad...
Won against mono black agro. Cool guy.
Drew against Pod. This one also hurt. First game was drawn out, and I lost on beats after a Glen Elendra Archmage cut me off. The second game I held in check completely, but drew lands for days. I drew around 30 cards without hitting an Exarch of Village Bell-Ringer. Game three started with 2 minutes left on the clock. I was slightly vexed to take a draw so early after a first round loss, but nothing much can be done.
Won against a BUG (or 4 color) foiled and foreigned out graveyard deck. The guy piloting the deck was friendly and we spoke a bit throughout the match. Took some heavy beats but ended up pulling it out 2-0. In the second game he discarded his hand to Lotleth Troll and cast a Skab Ruinator from the yard. I panicked for a moment, ripped a Path for Ruinator, Celestial purged the troll, and dropped a Rest in Peace to close out most relevant threats. Won a few turns later.
Lost against boggles. I got outplayed pretty hard in addition to missing land drops. Held up remand and took 2-3 dmg a few times rather than dropping the wall. In retrospect this was a huge mistake and I should have known better. I won game two after a grindy back and forth. Game three he had my number with a conservative clock and Path to Exiles for my Spellskite and Exarch. This was the most enjoyable match of the day wherein my opponent and I exchanged book recommendations, determined that during round two we could have watched the entirety of The Lion King while an eggs mirror match was going on, and joked back and forth about his playmat which proudly featured a PlayGirl picture of Burt Reynolds on a bear skin rug... Too awesome.
At that point I didn't mind losing as everyone in the car had already dropped and I ended without any negative feelings. If you're going to leave defeated, I can't think of a better way.
Things that I learned. I don't know what I was doing wrong but Saturday seemed to be "don't do anything on turn 2 and punish Sans for holding up remand day." I really want to think it's best to hold up if there isn't pressure on their side of the board, but I'm not sure it isn't the better play to drop a wall and hope that the wall or the card you drew can get you out of whatever their second turn action would be...
Putting Twin on a wall is a magnificent play.
When you're in a tourney, don't short cut your fetches. I ate a double-Sinkhole+Shock+Reach Through Mists off of a Shadow of Doubt round 1. I felt really dumb when I lost that game a mana shy of covering a Mana Leak that tapped him out which countered a fatal twin.
All in all I like the deck and I think that with a bit of practice I could do much better with it. I know that I left a game or two on the table and tons of plays on top of those.
Thanks for enduring my small bit of self-indulgence.
I really like the gamma of options this decks gives you. I've been playing it for the past two week and it's great, but i lost a few times for Mono U Tron and some fast decks like RDW. What matches do you guys think is bad for this version.
So, why is UWR better then UR Twin? Which matches it is better and why? Also, what are the bad matches and how to deal with them? Does anyone have this kind of information?
I've found that Angel Twin actually looks quite a bit like UWr Control, so you can confuse people a lot, even those who know your full maindeck and sideboard.
From my testing, this deck crushes Gruul Zoo pre-board, while traditional Exarch Twin actually has a rougher time (Wall of Omens and the removal buy so much time--just expect to win with Celestial Colonnade and not the combo).
Because it can adopt the control role as well as the combo role, I believe this deck has a better Jund match-up than Exarch Twin does (at least it felt better in limited testing).
Your RG Artifact Tron match-up will get worse, though--I'd say it'll slip to being about as good as Geist of Saint Win's (from my testing again), while Exarch Twin crushes Tron.
Exactly, many matches I hold my Exarchs and Villagers to the point I have either Twin or Kiki in hand, so they don't know I'm about to combo and use their resources to deal with the "UWR Midrange" shell.
And in many matches I just ignore the combo and play as a fair deck, if the pieces shows up, ok, if they don't, whatever.
Also Colonnade is areal star and won me a lot of games.
Do you guys think the Bellringer is necessary? Is that just to have another out to Pithing Needle? I've tested my list with an extra Pestermite in the slot (I like the 2/1 better for when I have to go the beat down route)
I'm using a 1/1 Village Bell-Ringer/Pestermite split. Bell-Ringer feels 3 times worse than Deceiver Exarch (not Fogging 2 guys in a single turn, not quite dealing with a large Goyf, or not Fogging something with evasion makes all the difference)--I'd rather play at least one Pestermite because at least it taps stuff. Besides, if I combo off with Pestermite or Kiki-Jiki, now they're debating leaving Bolt or Disfigure in.
(I originally tried Bell-Ringer as a 2-of because that's what was in Bernal's more counter-heavy list. I didn't like Bell-Ringer as a 2-of.)
Ill not use blood moon since you use celestial colonnades to attack if you don't find the combo, you're wasting your man-lands here, and blood moon makes you tap at turn 3 which I don't like in this deck i think you have to play untapped because the opponent will play more cautious and slower.
Ill change the 2 blood moon for mindcensors or shadow of doubt is a nice trick to.
Another thing ill change is the Lightning Helix i think that Izzet charms are more usable in this deck, you can counter, burn creatures and draw cards.
I've tried Izzet Charms and didn't really like them. I'd like to test Boros Charm in those slots but sadly do not own any atm
Cut Pestermite, if you haven't already. You're almost completely dodging Bolt. You even side out Kiki-Jiki when you see Bolt. There's no reason to give people an actual target for it. I feel like adding the 25th land is definitely worthwhile.
Helix is also entirely cuttable. It's a good spell, but it's the worst one in the deck and it would be understandable to replace it with a different card.
Boros Charm doesn't make sense. It has three modes that don't do anything useful in this deck. Izzet Charm has three modes that do things that you want. It's a perfectly reasonable card. Adding another Spellskite or Pyroclasm to the main is possible.
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2 Island
2 Mountain
1 Plains
4 Scalding Tarn
4 Arid Mesa
2 Cascade Bluffs
2 Steam Vents
1 Hallowed Fountain
1 Sacred Foundry
1 Sulfur Falls
4 Celestial Colonnade
Creatures - 17
4 Deceiver Exarch
1 Pestermite
2 Kiki-Jiki, Mirror Breaker
1 Spellskite
4 Wall of Omens
1 Village Bell-Ringer
3 Restoration Angel
1 Snapcaster Mage
4 Splinter Twin
4 Remand
4 Lightning Bolt
2 Lightning Helix
1 Pyroclasm
4 Path to Exile
1 Spellskite
4 Dispel
2 Threads of Disloyalty
2 Rest in Peace
1 Disenchant
1 Ajani Vengeant
1 Celestial Purge
1 Negate
1 Aven Mindcensor
1 Electrolyze
I feel dirty playing it though but after my shower im staring at a PTQ win i will get over it quickly.
Just trying to figure out sideboard-
2 Threads
1 Spellskite
1 Disenchant
1 Negate
I dont know for local here if i would go with Rest in Peace- Stony Silence probably a better option for me.
XXXX
Modern
URTwinRU R.I.P.
EDH
WUGRoon of the Hidden RealmWUG
The best thing about this deck is that it catches people off guard. I've been playing a UWR Control deck for a few months that has Kiki's and Exarch's in it. Now when you see Wall of Omen's on turn 2 (since Resto+Wall is becoming popular and more common) you aren't expecting to be playing against a Twin deck.
In my opinion what makes this deck different is the lack of Geist of Saint Traft and the ability to fall back on the aggro roll. You aren't going to realistically be able to win a game on the back of Restoration Angel when the control core has been weakened by adding a combo core.
If it's better just to play Twin, UWR Control or UWROmen/Finks I can't say because it's entirely meta dependent. This deck is solid and easily just as good as the two counter parts.
By: ol MISAKA lo
Cockatrice: Infallible
Sadly, it tended to flop against Burn/RDW pre-board if it didn't stick one of its 2 Spellskites (and sometimes even if it did). It seems fairly well-positioned with Zoo on the rise and Burn/RDW sinking, though (even if it didn't do well against UWR Midrange and did better against Jund pre-board).
Lost to Esper mill. He had every answer he needed. Ended up getting milled for 26 on a double Archive Trap. G2 started with me dropping Celestial Colonade and getting my Deceiver Exarch's ripped from my deck. Felt bad...
Won against mono black agro. Cool guy.
Drew against Pod. This one also hurt. First game was drawn out, and I lost on beats after a Glen Elendra Archmage cut me off. The second game I held in check completely, but drew lands for days. I drew around 30 cards without hitting an Exarch of Village Bell-Ringer. Game three started with 2 minutes left on the clock. I was slightly vexed to take a draw so early after a first round loss, but nothing much can be done.
Won against BUG. Game one I got the combo out after a few failed attempts and misdirections. Ground out game 2 with a Splinter Twin on Restoration Angel to bounce some Wall of Omens while dodging Abrupt Decay.
Won against a BUG (or 4 color) foiled and foreigned out graveyard deck. The guy piloting the deck was friendly and we spoke a bit throughout the match. Took some heavy beats but ended up pulling it out 2-0. In the second game he discarded his hand to Lotleth Troll and cast a Skab Ruinator from the yard. I panicked for a moment, ripped a Path for Ruinator, Celestial purged the troll, and dropped a Rest in Peace to close out most relevant threats. Won a few turns later.
Lost against boggles. I got outplayed pretty hard in addition to missing land drops. Held up remand and took 2-3 dmg a few times rather than dropping the wall. In retrospect this was a huge mistake and I should have known better. I won game two after a grindy back and forth. Game three he had my number with a conservative clock and Path to Exiles for my Spellskite and Exarch. This was the most enjoyable match of the day wherein my opponent and I exchanged book recommendations, determined that during round two we could have watched the entirety of The Lion King while an eggs mirror match was going on, and joked back and forth about his playmat which proudly featured a PlayGirl picture of Burt Reynolds on a bear skin rug... Too awesome.
At that point I didn't mind losing as everyone in the car had already dropped and I ended without any negative feelings. If you're going to leave defeated, I can't think of a better way.
Things that I learned. I don't know what I was doing wrong but Saturday seemed to be "don't do anything on turn 2 and punish Sans for holding up remand day." I really want to think it's best to hold up if there isn't pressure on their side of the board, but I'm not sure it isn't the better play to drop a wall and hope that the wall or the card you drew can get you out of whatever their second turn action would be...
Putting Twin on a wall is a magnificent play.
When you're in a tourney, don't short cut your fetches. I ate a double-Sinkhole+Shock+Reach Through Mists off of a Shadow of Doubt round 1. I felt really dumb when I lost that game a mana shy of covering a Mana Leak that tapped him out which countered a fatal twin.
All in all I like the deck and I think that with a bit of practice I could do much better with it. I know that I left a game or two on the table and tons of plays on top of those.
Thanks for enduring my small bit of self-indulgence.
Let me guess, this was the PTQ in Baltimore last Saturday?
From my testing, this deck crushes Gruul Zoo pre-board, while traditional Exarch Twin actually has a rougher time (Wall of Omens and the removal buy so much time--just expect to win with Celestial Colonnade and not the combo).
Because it can adopt the control role as well as the combo role, I believe this deck has a better Jund match-up than Exarch Twin does (at least it felt better in limited testing).
Your RG Artifact Tron match-up will get worse, though--I'd say it'll slip to being about as good as Geist of Saint Win's (from my testing again), while Exarch Twin crushes Tron.
And in many matches I just ignore the combo and play as a fair deck, if the pieces shows up, ok, if they don't, whatever.
Also Colonnade is areal star and won me a lot of games.
XXXX
Modern
URTwinRU R.I.P.
EDH
WUGRoon of the Hidden RealmWUG
(I originally tried Bell-Ringer as a 2-of because that's what was in Bernal's more counter-heavy list. I didn't like Bell-Ringer as a 2-of.)
XXXX
Modern
URTwinRU R.I.P.
EDH
WUGRoon of the Hidden RealmWUG
1 Village Bell Ringer
3 Geist of Saint Traft
2 Snapcaster Mage
3 Restoration Angel
2 Kiki Jiki, Mirror Breaker
2 Vendilion Clique
1 Spellskite
3 Splinter Twin
4 Remand
4 Lightning Bolt
4 Lightning Helix
3 Path to Exile
4 Arid Mesa
4 Scalding Tarn
2 Steam Vents
1 Hallowed Fountain
2 Sacred Foundry
1 Mountain
2 Island
2 Plains
2 Rugged Prairie
3 Rest in Peace
1 Supreme Verdict
1 Wrath of God
3 Dispel
1 Engineered Explosives
2 Timely Reinforcements
2 Counterflux
1 Wear/Tear
1 Path to Exile
XXXX
Modern
URTwinRU R.I.P.
EDH
WUGRoon of the Hidden RealmWUG
I've tried Izzet Charms and didn't really like them. I'd like to test Boros Charm in those slots but sadly do not own any atm
XXXX
Modern
URTwinRU R.I.P.
EDH
WUGRoon of the Hidden RealmWUG
Stream is here
XXXX
Modern
URTwinRU R.I.P.
EDH
WUGRoon of the Hidden RealmWUG
Helix is also entirely cuttable. It's a good spell, but it's the worst one in the deck and it would be understandable to replace it with a different card.
Boros Charm doesn't make sense. It has three modes that don't do anything useful in this deck. Izzet Charm has three modes that do things that you want. It's a perfectly reasonable card. Adding another Spellskite or Pyroclasm to the main is possible.