I think Grim Lavamancer and Punishing Groves assume a weenie meta too much. Do you think your "bunch of random jank" will include a lot of weenie decks? If not, I recommend ditching the Lavamancer or throwing him in the sideboard.
Vendilion Clique loves screwing with everyone's hands, so it should be good against everyone. I recommend replacing the Lavamancer with the group of Faeries if you do ditch old Grim.
Kitchen Finks looks like it will help against Zoo and Burn, though. Surgical Extraction should be okay against Melira Pod, but watch out for their Plan B of beating you up with whatever creatures they get. If they Pod into Sun Titan, you're probably doomed.
I think Grim Lavamancer and Punishing Groves assume a weenie meta too much. Do you think your "bunch of random jank" will include a lot of weenie decks? If not, I recommend ditching the Lavamancer or throwing him in the sideboard.
By random jank that is what I mean. There may be a random bad control deck or two.
Vendilion Clique loves screwing with everyone's hands, so it should be good against everyone. I recommend replacing the Lavamancer with the group of Faeries if you do ditch old Grim.
Grim will be in until I test it out, I may move to Clique for the next tournament.
Kitchen Finks looks like it will help against Zoo and Burn, though. Surgical Extraction should be okay against Melira Pod, but watch out for their Plan B of beating you up with whatever creatures they get. If they Pod into Sun Titan, you're probably doomed.
I can take pod in a creature battle, even if it means nuking a Titan. Lavamancer is very good for that extra little damage on creatures.
Currently experimenting with this version. The questions I wanted to answer were how to maximize my Snapcasters and Delvers while trying to generate card advantage. Voidmage turns your useless delvers into disruption along with used Snapcasters. Ninja lets you recur Snapcaster and bluff Delver+burn spell into a useful action. So far it's been testing well but I like to chalk it up to utter confusion as opposed to actual synergy. As I get more results I'll know whether it's worth it or not.
Seems like the hard removal could help kill opposing Tarmogoyfs, and the disruption can stall, take combo pieces, etc. Just some thoughts, that's all. Gains access to Maelstrom Pulse, too.
Private Mod Note
():
Rollback Post to RevisionRollBack
On Mythic Rares: "What's next, Wizards will print six golden Black Lotuses and randomly place them in boosters, and if someone gets one, they get to tour the Wizards facility?"
I actually think Dark Thresh is viable. In fact, against Zoo, it might be even better. You get to take out a Nacatl Turn 1 with targeted discard, counter a Goyf Turn 2, land a Goyf Turn 3, and Smother a KotR Turn 4. Add in Tiago and the fun never ends. Stick Bob and his life loss just might not make you lose (or they might spend their removal on him instead).
...At least, I've had a better record against Boring Naya Zoo with Dark Thresh than Modern RUG Tempo Thresh.
On the play, though, Turn 1 Delver of Secrets, Turn 2 flip is actually pretty good against Zoo, so long as they don't Bolt it or something. That part I miss.
I had a discussion with my friend about RUG Tempo in Modern and this is what was said about the World's deck in comparison (im lazy so copypaste):
I hope you guys have the patience to read this wall of text...
I always used to netdeck, so trying to make Modern RUG Tempo was pretty difficult for me.
The Worlds deck is pretty interesting. No snares or pierces main board, and more creatures than the usual Delver deck. I'm guessing he used the first few turns to set up his board position while burning the oppositions side, then went on a counter spree.
I've been testing Delver builds and I think you have to have more than the usual 12 creatures (4 Delver, 4 Goyf, 4 Snap) to establish a steady board position. If you don't have enough creatures, you all too often run into the situation where your 1 or 2 creatures have been burned and you're spending the rest of the game holding off your opponent, fishing for a threat, running out of spells. Or you're playing against slow control and he's out pacing you with card advantage while your mana leaks sit in your hand, becoming less and less useful.
Yeah, so more creatures in your decks plz.
Private Mod Note
():
Rollback Post to RevisionRollBack
UBRUBeR Tempo BUWTezz Affinity UBMystical Teachings
Definitely need more of a plan against control decks, as I didn't stand a chance against all his removal and Cruel Ultimatum.
I recommend taking out repeal and punishing / grove and putting in more creatures. Those cards are more midrange (too slow) and this deck is pretty aggro.
Private Mod Note
():
Rollback Post to RevisionRollBack
UBRUBeR Tempo BUWTezz Affinity UBMystical Teachings
Kavu Predator? That sounds like a terrible idea. If you don't draw a Grove, the Predator is useless. Goyf is just more consistent and gets big faster (even of it can't get as big as a Kavu, the Kavu takes forever and its size would be largely irrelevant by that point.)
Have you tried Fiery Justice with it? Drop the Kavu Predator 2nd turn, Fiery Justice their blockers away 3rd turn and swing for 7 trample, if you also have Punishing Fire to combo with it's life gain, it is a very powerful removal spell.
I know this isn't a huge archetype right now, but I've been running into a huge problem with Soul Sisters lately, which is actually big at my LGS. I'll be heading to a few Modern GPs next year, so hopefully that deck won't be big at higher level tournaments, because it's really hard to win when your opponent is at 40 life with two 6/6 fliers by turn 3 or 4.
Asking out a girl is like trying to cast a first turn Necropotence. Sometimes the other player will have the Force of Will to say no. You shouldn't let that stop you from trying it.
I understand the necessity of 4x Serum Visions. Im wondering which is the best option for additional card draw though... I see lists running Sleight of hand, but could Telling Time fit that spot better? Sleight of Hand doesnt really help Delver flip but Telling Time can. Also, Im slightly interested in the advantages of knowing what's in my opponents hand via Peek.
2 Breeding Pool
4 Grove of the Burnwillows
4 Misty Rainforest
4 Scalding Tarn
1 Forest
1 Island
1 Mountain
4 Lightning Bolt
4 Spell Snare
2 Repeal
4 Mana Leak
4 Punishing Fire
2 Remand
3 Magma Jet
2 Firespout
3 Grim Lavamancer
4 Snapcaster Mage
4 Tarmogoyf
2 Spell Pierce
2 Flame Slash
3 Nature's Claim
3 Surgical Extraction
2 Kira, Great Glass-Spinner
3 Kitchen Finks
Vendilion Clique loves screwing with everyone's hands, so it should be good against everyone. I recommend replacing the Lavamancer with the group of Faeries if you do ditch old Grim.
Kitchen Finks looks like it will help against Zoo and Burn, though. Surgical Extraction should be okay against Melira Pod, but watch out for their Plan B of beating you up with whatever creatures they get. If they Pod into Sun Titan, you're probably doomed.
By random jank that is what I mean. There may be a random bad control deck or two.
Grim will be in until I test it out, I may move to Clique for the next tournament.
I can take pod in a creature battle, even if it means nuking a Titan. Lavamancer is very good for that extra little damage on creatures.
4 Delver of Secrets
3 Ninja of the Deep Hours
3 Snapcaster Mage
2 Voidmage Prodigy
4 Serum Visions
4 Desperate Ravings
4 Lightning Bolt
4 Punishing Fire
3 Mana Leak
3 Deprive
2 Flame Slash
3 Scalding Tarn
3 Steam Vents
3 Grove of the Burnwillows
2 Cascade Bluffs
1 Breeding Pool
2 Island
1 Forest
1 Mountain
Currently experimenting with this version. The questions I wanted to answer were how to maximize my Snapcasters and Delvers while trying to generate card advantage. Voidmage turns your useless delvers into disruption along with used Snapcasters. Ninja lets you recur Snapcaster and bluff Delver+burn spell into a useful action. So far it's been testing well but I like to chalk it up to utter confusion as opposed to actual synergy. As I get more results I'll know whether it's worth it or not.
4 Snapcaster Mage
2 Spellstutter Sprite
4 Tarmogoyf
3 Vendilion Clique
2 Inquisition of Kozilek
2 Cryptic Command
2 Deprive
2 Thoughtseize
4 Doom Blade (or Go for the Throat)
4 Mana Leak
4 Serum Visions
2 Sleight of Hand
3 Krosan Grip (or Artifact Removal of choice)
3 Mindbreak Trap
2 Spell Pierce
2 Surgical Extraction
2 Sword of Feast and Famine
3 Threads of Disloyalty
Seems like the hard removal could help kill opposing Tarmogoyfs, and the disruption can stall, take combo pieces, etc. Just some thoughts, that's all. Gains access to Maelstrom Pulse, too.
On Mythic Rares: "What's next, Wizards will print six golden Black Lotuses and randomly place them in boosters, and if someone gets one, they get to tour the Wizards facility?"
Wydwen|Edric|Sakashima|Marrow-Gnawer|Hazezon
8.5 Tails|Seton|Rasputin|Doran|Gisela|Karona|Márton
...At least, I've had a better record against Boring Naya Zoo with Dark Thresh than Modern RUG Tempo Thresh.
Here's my list:
3 Ghost Quarter
4 Misty Rainforest
4 Verdant Catacombs
1 Overgrown Tomb
2 Breeding Pool
2 Watery Grave
1 Hinterland Harbor
1 Creeping Tar Pit
1 Sunken Ruins
1 Forest
1 Island
1 Swamp
Creatures
4 Tarmogoyf
4 Dark Confidant
4 Snapcaster Mage
2 Vendilion Clique
2 Inquisition of Kozilek
2 Thoughtseize
3 Remand
3 Mana Leak
2 Spell Snare
1 Deprive
3 Sleight of Hand
3 Serum Visions
1 Dismember
2 Smother
1 Go for the Throat
1 Maelstrom Pulse
1 Krosan Grip
2 Nature's Claim
2 Tormod's Crypt
2 Nihil Spellbomb
3 Deathmark
3 Spell Pierce
2 Mindbreak Trap
On the play, though, Turn 1 Delver of Secrets, Turn 2 flip is actually pretty good against Zoo, so long as they don't Bolt it or something. That part I miss.
4 Death's Shadow
4 Delver of Secrets
4 Snapcaster Mage
4 Bloodghast
1 Vendilion Clique
Instants and Sorceries (20)
4 Serum Visions
2 Sleight of Hand
4 Lightning Bolt
3 Mana Leak
2 Deprive
3 Terminate
2 Cryptic Command.
2 Sword of Light and Shadow
Lands (22)
2 Watery Grave
2 Blood Crypt
4 Marsh Flats
4 Scalding Tarn
2 Steam Vents
4 Arid Mesa
1 Island
1 Swamp
1 Mountain
3 Mindbreak Trap
3 Surgical Extraction
3 Shattering Spree
3 Firesprout
3 Tormod's Crypt
BUWTezz Affinity
UBMystical Teachings
The Worlds deck is pretty interesting. No snares or pierces main board, and more creatures than the usual Delver deck. I'm guessing he used the first few turns to set up his board position while burning the oppositions side, then went on a counter spree.
I've been testing Delver builds and I think you have to have more than the usual 12 creatures (4 Delver, 4 Goyf, 4 Snap) to establish a steady board position. If you don't have enough creatures, you all too often run into the situation where your 1 or 2 creatures have been burned and you're spending the rest of the game holding off your opponent, fishing for a threat, running out of spells. Or you're playing against slow control and he's out pacing you with card advantage while your mana leaks sit in your hand, becoming less and less useful.
Yeah, so more creatures in your decks plz.
BUWTezz Affinity
UBMystical Teachings
R1 Grixis Teachings 0-2
R2 Bye 2-0
R3 U/R Twin 2-0
Definitely need more of a plan against control decks, as I didn't stand a chance against all his removal and Cruel Ultimatum.
I recommend taking out repeal and punishing / grove and putting in more creatures. Those cards are more midrange (too slow) and this deck is pretty aggro.
BUWTezz Affinity
UBMystical Teachings
Have you tried Fiery Justice with it? Drop the Kavu Predator 2nd turn, Fiery Justice their blockers away 3rd turn and swing for 7 trample, if you also have Punishing Fire to combo with it's life gain, it is a very powerful removal spell.
Needs moar Delver.
http://www.mtgsalvation.com/trading-post/details/2820-tradesies
I know this isn't a huge archetype right now, but I've been running into a huge problem with Soul Sisters lately, which is actually big at my LGS. I'll be heading to a few Modern GPs next year, so hopefully that deck won't be big at higher level tournaments, because it's really hard to win when your opponent is at 40 life with two 6/6 fliers by turn 3 or 4.
Level 1 DCI Judge
Check out my Commons Cube.
With so much zoo I would want the 3 damage vs kird ape and loam lion
Also can't decide between:
4 Mana Leak vs
4 Remand vs
4 Rune Snag
Remand has nice tempo and wOnt be a dead card late game
Any one tested these yet and have some input?
http://www.mtgsalvation.com/trading-post/details/2820-tradesies
5 Island
1 Mountain
1 Breeding Pool
1 Flooded Grove
1 Hinterland Harbor
4 Misty Rainforest
2 Scalding Tarn
1 Steam Vents
1 Stomping Ground
3 Sulfur Falls
1 Batterskull
4 Delver of Secrets
3 Snapcaster Mage
2 Spellstutter Sprite
4 Tarmogoyf
2 Burst Lightning
2 Cryptic Command
2 Deprive
4 Lightning Bolt
4 Mana Leak
3 Vendilion Clique
2 Flame Slash
4 Serum Visions
2 Sleight of Hand
2 Relic of Progenitus
2 Kitchen Finks
2 Combust
2 Echoing Truth
2 Krosan Grip
2 Negate
3 Firespout
1 Forest
5 Island
4 Misty Rainforest
1 Mountain
3 Scalding Tarn
2 Steam Vents
3 Sulfur Falls
4 Delver of Secrets
4 Snapcaster Mage
4 Tarmogoyf
3 Vendilion Clique
2 Burst Lightning
2 Cryptic Command
4 Lightning Bolt
4 Mana Leak
4 Serum Visions
3 Sleight of Hand
2 Spell Pierce
3 Spell Snare
2 Ancient Grudge
3 Engineered Explosives
2 Pithing Needle
2 Surgical Extraction
2 Threads of Disloyalty
2 Thrun, the Last Troll
2 Trickbind
4 Misty Rainforest
4 Scalding Tarn
3 Steam Vents
1 Forest
6 Island
1 Mountain
4 Delver of Secrets
4 Snapcaster Mage
4 Tarmogoyf
3 Vendilion Clique
2 Burst Lightning
1 Cryptic Command
2 Deprive
4 Lightning Bolt
4 Mana Leak
2 Flame Slash
4 Serum Visions
3 Sleight of Hand
2 Vedalken Shackles
2 Engineered Explosives
1 Vedalken Shackles
1 Threads of Disloyalty
4 Ancient Grudge
4 Spell Pierce
2 Surgical Extraction
1 Academy Ruins
Delver+ Goyf + snapcaster + counters + burn. This decks gonna be very good I think.