This primer is looking for a new caretaker. Message me if interested (I'm not monitoring this thread very often at this point).
I] What is Splinter Twin?
Modern is a "Turn Four Format." This deck can cast one spell on turn 3, then win the game by casting one more spell on Turn 4. Intrigued? Let's keep going.
Activate the ability granted by Splinter Twin to make a token.
The token enters the battlefield, and the triggered ability untaps the creature that created it.
Repeat until you have a large army of monsters, which kill your opponent in the attack step.
The power of the combination of these cards gives a high level of flexibility to the rest of the deck, which means that there is a lot of room within this archetype for customization.
II] Splintered Archetypes
There are generally considered to be two distinct archetypes of Splinter Twin decks in Modern:
Wants to combo as fast as possible -- Gains advantage by threatening to combo turn after turn
Uses library manipulation to assemble the combo quickly -- Attacks opponent with creatures while assembling the combo
Generally can't win if it can't execute the combo -- Often wins without ever casting a Splinter Twin/Kiki-Jiki
Almost always straight UR -- Often splashes a third color
The remainder of this primer will only focus on UR and URG versions of this deck. Please see the UWR Twin primer for information about any Twin deck with white mana in it.
Deceiver Exarch - The four toughness means it survives Lightning Bolt. Run as a 4-of in most combo builds, but the fact that it doesn't hit for much reduces utility in tempo builds.
Pestermite - Attacks for two damage with evasion, but dies to everything. This has the opposite problem to Exarch; you love that it can clock the opponent, but you hate that it is so fragile.
Splinter Twin - The cheapest of the duplication effects. Successful decks run four of these, but tempo pilots keep looking for excuses to run fewer. The fewer Splinter Twins in the deck, the more likely you are to have relevant cards to win the fair way - yet your opponent still has to play like you could have a Twin at any time.
Kiki-Jiki, Mirror Breaker - Having the additional duplication effect in the deck is important for consistency, but multiples of these do literally nothing. Usually no more than two.
Cantrips
Serum Visions/Sleight of Hand - The best of the remaining 1CC cantrips (RIP Ponder/Preordain); these will almost certainly find their way into your 75. All-In decks will run 4 copies of each; other builds may run less.
Gitaxian Probe/Peek - Knowledge is power. Just be sure that your deck can afford to pay life for Probe before running it; Peek is superior for decks that need to preserve life. The fact that Probe pumps up your 'Goyf is quite relevant, however. Choose wisely...
Twisted Image - The ultimate fantasy - cantripping removal. Obviously this only hits certain creatures, but blowing out your opponent's T1 Birds/Hierarch is certainly sweet. Higher variance than the Peek effects, but more raw power.
Telling Time - The only thing holding this back is the mana cost. It's not unreasonable to run a few if the curve of your deck can handle it.
Countermagic
Dispel - Historically, this has been the most efficient spell for protecting the combo, but if Spellstutter Sprite becomes more popular, this goes down in value a little bit. The number of copies depends upon the pace of your deck; the less reliant you are on winning via combo, the fewer you need.
Swan Song - If used to protect a combo, it's at least as good as Dispel, and has random upside in other situations. Possible maindeck answer for Bitterblossom.
Remand - Gives you the ability to interact turn two before comboing off. It digs through your deck as well. Every successful Twin deck has run 3-4 in the main.
Mana Leak - Most Twin decks leave these at home. This archetype isn't interested in trading resources 1-for-1 with the opponent when assembling the combo wins on the spot. The cantrip of Remand is more valuable. If you play this, make sure that your deck wants to play a long game.
Pact of Negation - Protects the combo when tapped out; just make sure that you actually win that turn. It's not uncommon to see up to two of these in the 75 for all-in decks. Just realize that once your opponent realizes you have this, they will just pick a fight on their turn instead of yours, seriously hampering the ability of this card to be good. Essentially, this only punishes greedy opponents, which means it's best when it's a surprise.
Cryptic Command - Extremely powerful. Puts a big strain on the mana base. It's worth it.
Spell Snare - This card is best when complementing other counters, since you can choose the correct counter for the situation. Twin decks don't usually run a large counter suite, so you can't use this to its full potential.
Negate/Spell Pierce - These answer threats that often matter more after sideboard. It's not uncommon to see these in the board, but Dispel hits most everything these would hit in game one.
Removal
Lightning Bolt - The gold standard of red removal. Sadly, this card fails to kill must-answer creatures: Spellskite and Linvala, Keeper of Silence. If your build is all-in on the combo, this doesn't make the cut. Tempo builds will often run 4 alongside Snapcaster Mage.
Electrolyze - Now this is real cantripping removal. Finding the right number of these can be tricky; in combo builds, it's certainly zero. In tempo builds, playing one is almost certainly correct, but you need to a really good reason to run more.
Flame Slash - Sorcery speed. Doesn't go upstairs. But it does kill those must-answer creatures. Most UR Twin decks run a few of these.
Dismember - Instant-speed removal that's capable of killing a Tarmogoyf, but the four life is not irrelevant. The manabase is often punishing, so don't put this in your 75 unless there's no better answer.
Creatures
Tarmogoyf/Scavenging Ooze - Powerful beaters that can put a serious clock on the opponent. Either they spend removal on this or your combo pieces; dealing with both can be a real challenge. This is the core of the RUG Tempo Twin (i.e., TarmoTwin) deck - forcing your opponent to fight on two fronts.
Huntmaster of the Fells - A two-for-one value play to help create grindy games in RUG decks.
Spellskite - Misdirection on a stick. The ideal turn 2 play ahead of a turn 3/4 combo attempt.
Vendilion Clique - A staple of decks that play the tempo game. It clocks the opponent while giving you information and setting up a follow-up combo. However, it's too slow for all-in combo decks in the maindeck.
Snapcaster Mage - Another staple of tempo/control builds, and also too slow for all-in combo builds.
Grim Lavamancer - Burn on a stick. This demands a removal spell or threatens to run away with the game, and does serious work against Affinity.
All-Purpose
Izzet Charm - What it lacks in raw power it makes up for in versatility. It's not really powerful enough to be a 4-of, and it's often sided out for more focused spells, but it's a strong versatile card for game one.
Boomerang - It removes any troubling permanent for a turn, and can be used to attack the opponent's mana base as well. Once again, these are often sided out in games two and three, but answer a broad swath of threats in the unknown environment of game one.
Mana
Steam Vents/Sulfur Falls - The mix between these two depends entirely on the speed of your deck. Faster decks can't afford to have their early lands come into play tapped, and will skew towards the shockland. Slower decks may be more interested in preserving life, and will lean on the checkland.
Misty Rainforest - The complementary fetchland of choice, mostly because of:
Stomping Ground - Even all-in decks run Ancient Grudge in the sideboard, and a single fetchable green source in the main supports the flashback.
Cascade Bluffs - Helps out with the rough mana requirements of key spells. Generally a one- or two-of.
Shivan Reef - The pinging over time adds up a lot. Even the most aggressive combo decks leave these at home.
Utility Lands
The mana base for two-color Twin usually allows for 2-3 utility lands. Choose wisely...
Desolate Lighthouse - One of the best utility lands when the game comes down to topdeck wars.
Tectonic Edge - Useful to punish greedy manabases in tempo lists that have already pushed through a threat.
Halimar Depths - The interaction between this and fetchlands is incredibly powerful. Just be sure that you're okay with running a land that will always come into play tapped.
IV] Sideboard Construction
Sweepers
Anger of the Gods - The most efficient three-toughness sweeper, permanently answering cards like Kitchen Finks and Voice of Resurgence.
Pyroclasm - Cheap and efficient. This can quickly turn the tide against mana dorks and weenie decks, but this got a lot less valuable with the rise of Zoo decks and their armies with three toughness.
Firespout - This can leave your fliers alone, so it may have some value in certain decks in certain matchups.
Engineered Explosives - Slightly less efficient, but deals with a wider variety of threats. If you're running three colors, this can answer just about anything.
Answers
Ancient Grudge - A two-for-one against artifacts. Fantastic for affinity, and does a great job of answering commonly boarded-in hate cards for the Twin combo.
Mizzium Skin - Mostly better than Dispel against decks that don't run blue. It even answers Abrupt Decay and Combust. Combo decks need some in the board; tempo decks prefer to have higher-impact proactive spells generally in the board.
Teferi, Mage of Zhalfir - This guy demands an immediate answer. If he sticks, you have free reign to stick the combo on the next turn. Good against blue decks and decks with loads of removal.
Echoing Truth - A broad answer to whatever your opponent may have in store for you. It's not a permanent answer to anything, but it is a temporary answer to everything. Many decks favor Boomerang, but this is still a viable option.
Threads of Disloyalty - Blue's favorite answer to Goyf. Slower decks can make good use of this card.
Combust - Very powerful; very narrow. A little goes a long way.
Blood Moon - The most powerful mana denial spell available in Modern, but its value moves up and down as the metagame becomes more or less prepared for it. Don't fall into the trap of using this against Tron - they will answer it.
Sowing Salt/Molten Rain - One-shot attacks on an opponent's mana base. Not as permanently devastating as Blood Moon, but harder to answer. Combo-oriented lists will find this too slow, but tempo or control oriented lists may be attracted to its raw power.
Graveyard hate - There are too many choices available. Just be mindful of how it can affect your own Snapcaster.
Alternate Win-Cons
Batterskull - The sideboard beater of choice. Resilient to removal, costs only 5 mana, and creates favorable races. Good for tempo and control builds looking to shore up difficult matchups.
Inferno Titan/Wurmcoil Engine - The fact that these require six mana in a deck that often runs only 23 lands will prove to be a challenge. Stick to Batterskull unless your budget says otherwise.
Keranos, God of Storms - This card has been seeing a lot of play online as a one-of in the sideboard to provide long-term card advantage in grindy matchups. The jury is still out on its effectiveness; it's clearly wrong to play two of them, but a one-of in the board generally doesn't create enough of a sample size to know how good it is long-term.
Pithing Needle/Meddling Mage - This only has a 33% chance of success unless your opponent can look at your hand, and even then you can topdeck out of it. Not very scary.
Soul Warden and her sisters - You can beat infinite life, but these guys gain infinite life as you combo. A Deceiver Exarch combo can't beat one, and there isn't any combination of combos that beats two.
Nature's Claim - Your Tron opponent will be casting this off of a Chromatic "egg" - stay vigilant for this play.
Vines of Vastwood - This will counter a Splinter Twin or delay a Kiki-Jiki combo by a turn. Most often seen in Infect or Zoo.
Rakdos Charm - The ultimate feel-bad. Do not combo off in the face of BR postboard if you don't have an answer, unless you can play around it with how many copies you make.
GPTs in New Zealand aren’t really a big deal, we pretty much just hold them to practice for PTQs, Planeswalker Points and for fun.
Last weekend people from all over the South Island gathered in Christchurch for a weekend of Magical fun. Draft on Friday night, Modern on Saturday, and Legacy on Sunday. Modern only really happens in New Zealand around the PTQ season (as I imagine it is most other places also), so some of us were pretty excited to have a whole lot of fun this weekend in formats that aren’t Standard.
On Saturday I turned up with pretty much the same list I top8ed a PTQ with in March this year.
The only difference was that I couldn’t find another Cascade Bluffs, so I just borrowed a friend’s Shivan Reef. I also recommend removing an Island from the main and adding a Cascade Bluffs, Choke is annoying sometimes.
(A short aside) I only ever have one deck made up at any given time for each format, and Splinter Twin is the deck I have for Modern (Combo Elves for Legacy, UW Delver at the moment for Standard). Most of my cards live in a ‘Combo Cube’. My cube frequently gets cannibalised by myself and my playgroup for events.
The turnout for this event wasn’t great, but the calibre of play and decks was pretty good overall. We had enough people for 4 Rounds and Top4 (13 players).
I think this is a tough matchup for Twin, and their early threats can be problematic if you don’t have a way of dealing with them or winning quickly. The best thing to do in this matchup is to win as quickly as possible. The truly problematic card in this matchup is Path To Exile. Most of the other removal spells can’t hit Deceiver Exarch unless they double up on burn. The one advantage you have in this matchup is that they don’t always hit all their land drops, which means you can capitalise on mana shorting then with the tapper/untappers.
Game 1) Pretty standard, Michael missed his third land drop and I won the game quickly after shutting off his threats with Spellskite.
Game 2) Closer, with me not playing around a Snapcaster -> Bolt when I was on 5 life.
Game 3) bit of a struggle on both sides with him with 3 Steppe Lynx and 2 Delvers and me with 2 Spellskites, a Deceiver, a Pestermite and a Vendilion Clique. I eventually Topdecked a Splinter Twin After several draws of land and won the match. (1-0)
Sideboarding for this match is about slowing them down to a halt, as well as being better equipped to deal with removal spells.
Sideboarding:
+3 Vendilion Clique
+2 Firespout
+2 Threads of Disloyalty
+2 Vines of Vastwood
-4 Remand
-1 Flame Slash
-1 Dispel
-1 Kiki-Jiki Mirror Breaker
-1 Sleight of Hand
-1 Serum Visions
I like to bring in Vines of Vastwood in against every red deck, as combust pretty much can’t be beaten any other way. Vendilion Clique is great in this matchup, being able to trade with most of their threats, as well as check if the coast is clear and getting rid of pesky Path to Exiles.
One thing I like about this plan is that the Delver player will also have to compete with your agressive threats now and will likely have to waste removal on them, making your combo safer once you decide to go off. Firespout is a huge card in this matchup, it’s the one you want to draw every single time against them. Threads of Disloyalty may seem like a weird card here, but unless Disenchant gets more popular in sideboards it’s pretty safe against Delver decks. Threads is also good at netting 2 for 1s and slowing down your opponent. Delver Players will sometimes board out Geist of St Traft against you, and that is the only creature they run in the main that Threads doesn’t hit.
(Another aside) I’m not sure why I kept the 4th Dispel in the board, I never brought it in against anything except Red Deck Wins (which isn’t a very popular deck usually), Vines does a better job against most decks. The 14th sideboard card should either be a bounce spell (for redundancy, as well as being a good thing against the new Kiki-Pod decks out there. I’d recommend either Wipe Away or Into the Roil, With a special mention to the 3rd Echoing truth. Flashfreeze could also be considered.
Round 2) Jon Manuuli – Red Deck Wins
Jon was playing RDW because there wasn’t really another deck for him to play. He had some pretty quick draws, but the matchup is pretty good if you’re running 3 Spellskites (which they have to waste removal on).
Jon got mana flooded pretty badly in game 2, getting a huge amount of land. (2-0)
Round 3) John Seaton – Kiki-Pod
This is a pretty tough matchup, they have several very good maindeck answers to your combo which are all tutorable by Birthing Pod and Chord of Calling. Depending of the speed of their draw you will have to save your Flame Slash for either Linvala, Keeper of Silence or Opposing Spellskites. You also have to keep in mind that Restoration Angel can’t save Linvala from Flame Slash, but when dealing with Spellskite, keep the angel in mind.
Game 1) I miss a 4th turn land drop and it costs me dearly because on his turn he plays a Linvala with Spellskite protection. I could have won through the Spellskite with Deceiver Exarch and Kiki-Jiki, but couldn’t beat the legendary angel.
Sideboarding:
+3 Ancient Grudge
+2 Firespout
+2 Threads of Disloyalty
+2 Vines of Vastwood
+1 Gigadrowse
-4 Remand
-2 Dispel
-1 Spell Pierce
-3 Spellskite
Game 2) I Threads a Noble Hierarch on turn 3, meaning I can go off next turn with Vines backup.
Game 3) This is a close one, he has a very quick start, powering out 2 Birds of Paradise, 2 Wall of Roots and a Noble Hierarch very quickly. He then plays a Harmonic Sliver with no target, telegraphing a Restoration Angel. I Flame Slash the Sliver to bait out the angel. I can’t win quite yet, but I wipe away most of his board with a timely Firespout. He gets a Linvala online fairly quickly after that, but a topdecked Echoing Truth seals the deal. (3-0)
I took out 2 Dispels this time because I knew he only had 2 Chord of Calling, Against most Pod Decks I would keep 2 in (and leave the Gigadrowse in the board).
Ancient Grudge is your best friend in this matchup, dealing with Spellskites and Birthing Pods. You gain a lot of time if you kill a birthing pod. Because of both Ancient Grudge and Firespout being so good here, as well as Vines coming in for the matchup, make a point of getting green mana as fast as possible.
Round 4) Donaldson, Josh - Jund
As I was now locked into top4, I scooped to Josh so he would make it in. We played a match out anyway though.
Jund is tough because of all their hand disruption, but you should try to win a quickly as possible because Their only instant speed out of dealing with Deceiver Exarch is Terminate, and is usually only a 2 of.
Game 1) He Inquisitioned me on turn 1 and took a spirit guide, I revealed a hand of land, land, land, remand, splinter twin, Kiki-Jiki. He was light on disruption, but I took a while to draw another land. He played a Liliana of the veil on turn 3 and I discarded a second Kiki-Jiki. I played a Pestermite at the end of his turn, hoping to either hit a land or be able to do something about the Liliana. I drew a blank and attacked the Liliana. On his turn he Played a Bloodbraid Elf and hit a Dark Confidant. He made us both discard and I discarded the blank I drew. On my turn I drew a land and Killed him with infinite Faeries.
Sideboarding:
-2 Remand
-1 Spell Pierce
-1 Dispel
+2 Firespout
+2 Vines of Vastwood
You could bring in Vendilion Clique here, but I didn’t really want to on the draw, I just wanted to win fast.
Game 2) This was a pretty much non event, He got stuck on 2 land and didn’t have the Terminate, I had a turn 5 kill with Vines backup. (4-0)
Semifinals) John Seaton – Kiki-Pod
This Match was much like the last one we played, except that he kept slow hands and died on turn 4 both games. Sideboarding was exactly the same. (5-0)
Finals) Traci Seaton – Affinity
Affinity is a tricky matchup, they can outrace you very easily in game 1 and also have very good disruption in the form of Galvanic Blast and Shrapnel Blast.
Game 1) I keep a turn 4 kill and don’t die, she didn’t ever get coloured mana, so couldn’t disrupt the combo.
Sideboarding:
-4 Remand
-1 Spell Pierce
-4 Serum Visions
-1 Slight of Hand
+3 Ancient Grudge
+3 Vendilion Clique
+2 Firespout
+2 Vines of Vastwood
This sideboard plan is about maximising your mana usage to be the most optimal. You don’t have time to just durdle around playing cantrips all day long, you have to do something impactful every turn.
I brought in the Vines here because I was worried about Combust. Something also very good you can use it for in this matchup is to negate Arcbound Ravager’s Modular ability by making the desired creature untargetable in response to the ability.
Game 2) I got some value from ancient Grudge, but was constantly being beat down by an Etched Champion.
I was eventually put to 6 life, and figuring I was dead soon, I pulled the trigger on an end of turn Vendilion Clique. Traci knew something was going down here, so she hit me in the face with a Galvanic Blast, and then tried to Dispatch my Pestermite, I countered it with Dispel and then targeted myself with the Clique. I Sent back a Vines of Vastwood and missed.
She now had no cards in hand and I needed to either win right now or draw Spellskite. I looked on top and revealed the Splinter Twin I drew. (6-0).
It may look like Remand isn’t such a good card in the maindeck, and it’s possible that it may have to be cut down. Remand is very good against control decks however and so is Gigadrowse.
With the advent of Return to Ravnica though, I believe that the deck will evolve further. The card Izzet Charm seems great, a protection counterspell, creature kill and card filtering all in one.
Please discuss sideboard options like Ancient Grudge and Vines of Vastwood! I like Vines--it not only counters Combust unconditionally, it also screws with loads of heads in the mirror, as it can target opposing creatures in response to Splinter Twin!
I like 4 Dispels. These puppies are so good--counters removal, other counterspells, and more! And they have none of the stupid timing restrictions that Pact of Negation has.
Please discuss sideboard options like Ancient Grudge and Vines of Vastwood! I like Vines--it not only counters Combust unconditionally, it also screws with loads of heads in the mirror, as it can target opposing creatures in response to Splinter Twin!
I like 4 Dispels. These puppies are so good--counters removal, other counterspells, and more! And they have none of the stupid timing restrictions that Pact of Negation has.
Your suggestions have been added! I plan to put a paragraph or so up about Pact at some point as it seems to be a point of debate in this deck.
edit: Spellstutter Sprite Worth mentioning in Flex spots as a budget option or in the Counter section as some super secret tech? SSS is funny when a Twin is slapped on it.
First, thanks for putting in the time to make a new primer
I do have to question this though:
Spellskite Lack luster in the main, just win the counter war. Comes in from the sideboard when they bring in the hate. 2-4 SB
I've just finished going through the July Daily results in Blippy's Metagame thread, studying the Twin builds. Of the placing builds, only one deck didn't run Spellskite at all, with most running 2-3 main. I think you're going against the popular opinion with this statement.
FWIW, I haven't been playing Twin long enough to offer a personal opinion on the card yet, but I have found it useful in my generic build and believe that it has some merit to be considered in the main deck.
First, thanks for putting in the time to make a new primer
I do have to question this though:
I've just finished going through the July Daily results in Blippy's Metagame thread, studying the Twin builds. Of the placing builds, only one deck didn't run Spellskite at all, with most running 2-3 main. I think you're going against the popular opinion with this statement.
FWIW, I haven't been playing Twin long enough to offer a personal opinion on the card yet, but I have found it useful in my generic build and believe that it has some merit to be considered in the main deck.
I'm speaking from personal experience that I would rather just have more counters than Skites in the maindeck. Skite eats removal. Counters eat removal and basically everything else.
Others who have more experience can feel free to chime in.
if anyone would like to help with the Matchup section, please PM me or just drop a response here. My knowledge of matchups with this deck is only the mirror, random ass decks, and affinity.
Hi, im starting to play Modern and im building twin exarch, I know how to pilot the deck overal (I need to play more to learn all the tricks) and my biggest problem is the sideboard, im not very aware of the meta and I dont know what to side out or in.
Can anyone explain how to sideboard against different decks?
Hi, im starting to play Modern and im building twin exarch, I know how to pilot the deck overal (I need to play more to learn all the tricks) and my biggest problem is the sideboard, im not very aware of the meta and I dont know what to side out or in.
Can anyone explain how to sideboard against different decks?
I would cut -1 Spellskite - 2 Grim Lavamancers -1 Kiki Jiki for +2 Cryptic Command + 2 Firespout
I would use this as a sideboard for an unknown meta. You're not playing a lot of basics, Blood Moon effects hurt you a lot.
4 Ancient Grude
2 Echoing Truth
2 Spellskite
1 Cryptic Command
1 Kiki-Jiki
1 Flame Slash
4 Spell Pierce
Against control decks, you side in the extra counters + Spellskite and Echoing Truth and side out your spot removal. Possibly Ancient Grudge if they're bringing in Torpor Orb
Against Affinity you side in 4 Ancient Grude and 2 Echoing Truth 1 Flame Slash. Side out the Dispels in favor of Spell Peirce Possibly bring in an extra cryptic.
Against Pod combo bring in your extra spot removal (truth + slash) and Grudge
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SCM could be good, but he seems to dilute the deck. It's fun to snap a Visions or Slash, but at the end of the day, I'd rather just have more of those cards than have to shave them down to support SCM.
Again, I haven't tested much with SCM on cockatrice, but if you could show me a decklist in which he is good that would be great.
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Something I just thought of: Todd Anderson has some Twin videos on SCG that I found useful that might make for some handy links in the primer. I thought he did a pretty good job explaining card choices and commentating his game play. I never had played combo before I picked up Twin, and these helped me immensely.
Pact of negation is not played cause it is only good when you are going to win the turn you use it, otherwise it is useless before turn 5 (thinking you droped land every turn).
You're playing 14 ways to combo. From what I've seen in modern lists, the tradition is usually 12 with an additional Kiki from the sideboard.
Pact of Negation is bad because it does nothing before Turn Five unless you're planning to just win.
Dispel is better than Pact because it counters almost everything you're worried about in a counter war. Shoal is playable, but I don't think it's good enough, I'd rather play more dispels or pierces or leaks.
Flame Slash is better than bolt because it's never going to the face. You're going to combo off and win, not durdle around for dishing out 20 damage over a few turns.
You don't need to max Cantrips because it makes the deck less spell dense. In my testing, four isn't enough, but 7 is. I'm not sold on the 8th Cantrip.
cut the gemstone mines for 2 Island and 1 Mountain, no need for them, you're running enough duals.
Kira is bad because you need to target your creatures twice before you can attach twin, don't play it.
Also, if you're worried about aggro matchups, play some Cryptic Comands (2) md. It's a counter, it's a time walk, it's a draw spell, it's a torpor orb blanker.
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You're playing 14 ways to combo. From what I've seen in modern lists, the tradition is usually 12 with an additional Kiki from the sideboard.
I'm no means experienced in Modern, but given the Limited Cantrip/Tutor/Mana accel capability in Modern, wouldn't it be best to go with as many of the redundant combo pieces/Protection/Cantrips to draw them, as possible to fit in the deck?
I.e.
7 parts 1/2 of Combo (4 Twin/3 Kiki)
7 Parts Other Half (7 untap dudes)
7-8, 11-12 Cantrips
7-8, 11-12 Protection even?
X Flex/Util (like Bolts)
Rest mana/accel
That way you are most likely to have the natural Combo, a cantrip, and at leat 1 protection spell to actually combo out safely?
Pact of Negation is bad because it does nothing before Turn Five unless you're planning to just win.
Dispel is better than Pact because it counters almost everything you're worried about in a counter war. Shoal is playable, but I don't think it's good enough, I'd rather play more dispels or pierces or leaks.
I see your point about Pact, It could be bad/dead cards pre-combo. And you may need to counter a path/Bolt right after you flash in Exarch.
I'm also wishy-washy on Shoal, but If you run enough U 1-drops, it counters things like Path, IoK, Bolt, Pierce, etc.
Flame Slash is better than bolt because it's never going to the face. You're going to combo off and win, not durdle around for dishing out 20 damage over a few turns.
True, But isn't there always the potential that an opponent can bring his or herself down to bolt range?, Then just end it. Not saying Flame Slash is bad, just curios on your thoughts.
You don't need to max Cantrips because it makes the deck less spell dense. In my testing, four isn't enough, but 7 is. I'm not sold on the 8th Cantrip.
cut the gemstone mines for 2 Island and 1 Mountain, no need for them, you're running enough duals.
So why not more combo peices, I'm sold in agreement here.
How do you feel about Cavern of Souls, especially if I run 3 Kiki MD?
Also, if you're worried about aggro matchups, play some Cryptic Comands (2) md. It's a counter, it's a time walk, it's a draw spell, it's a torpor orb blanker.
I'm no means experienced in Modern, but given the Limited Cantrip/Tutor/Mana accel capability in Modern, wouldn't it be best to go with as many of the redundant combo pieces/Protection/Cantrips to draw them, as possible to fit in the deck?
I.e.
7 parts 1/2 of Combo (4 Twin/3 Kiki)
7 Parts Other Half (7 untap dudes)
7-8, 11-12 Cantrips
7-8, 11-12 Protection even?
X Flex/Util (like Bolts)
Rest mana/accel
I play 5 Twin effects and 7 Untap guys. You really don't want to go even on the thing because drawing multiples of untaps isn't bad, but drawing multiple kikis or multiple twins often just sucks.
I'd play 8 cantrips max, and you'd have to shave lands
I'd play 12-14 counter/burn spells. 4 Rune Snags, 3/3 Split of Pierce and Dispel, 2 Cryptic Commands (is what I play) 3 Flame Slash 3 Fire Spout
That way you are most likely to have the natural Combo, a cantrip, and at leat 1 protection spell to actually combo out safely?
I see your point about Pact, It could be bad/dead cards pre-combo. And you may need to counter a path/Bolt right after you flash in Exarch.
I'm also wishy-washy on Shoal, but If you run enough U 1-drops, it counters things like Path, IoK, Bolt, Pierce, etc.
True, But isn't there always the potential that an opponent can bring his or herself down to bolt range?, Then just end it. Not saying Flame Slash is bad, just curios on your thoughts.
So why not more combo peices, I'm sold in agreement here.
How do you feel about Cavern of Souls, especially if I run 3 Kiki MD?
Thanks, didn't think about that. Scratch that off.
I was thinking this, or 3 Firespout maybe 1 Breeding Pool from board.
don't play Shoal. Shoal is good in Mono blue and teachings decks, not worth in in this IMO.
Cavern is just worse than steam vents and other UR duals. Cut too 1 or 2 Kikis and then you can have a better disruption package and you don't have to mess around with those lands.
Firespout comes stapled with one breeding pool, absolutely.
If you're opponent is down where bolt will kill him, you've won already. Most opponents will not get that low because you're playing red so they'll assume you have bolt and you can represent bolt without having bolt. It's like having bolt in your deck, without having bolt. Flameslash is just better.
I really don't like playing that many combo pieces. It seems good in theory, but like maxing cantrips, it makes your deck much less protection dense, which is very important in twin.
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Originally Posted by Arcadic View Post
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Hey everyone - what do you think our best options would be against Abrupt Decay?
From what I see so far I think we could up the number of spellskites and/or vines of vastwood in SBs.
And for that matter, what do you think about Mizzium Skin in the SB?
Mizzium Skin is a decent, easy-to-cast choice unless you face a lot of the mirror. Against the mirror, Vines is exponentially better because you can target your opponent's stuff with it.
Sorry if it's been mentioned, but in the flex slot section when you are talking about Inferno Titan, is "If that doesn't win then I'd be shocked" a pun?
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Currently Playing: WUModern Second Sunrise Wizard's Ruined Me WUBModern Teachings <- Current Favourite WUBRGPauper Cube
i was also thinking about a singleton of cyclonic rift the card doesnt look to bad, 2 mana bounce (mostly doing the same job as echoing truth and ocasionally bouncing everything. Anyway lets face it, if you hit 7 mana with this deck and you're still alive, you're probably going to win anyway, but its still an option
just my 2 cents
I saw that the Modern Grand Prix in France had a Splinter Twin Deck as top finisher in standings before top 8, & the guy was using 2x cyclonic rift in his SB.
I was also considering playing cyclonic rift instead of echoing truth. However, after thinking about it a while, I felt that echoing truth should usually be better - especially because I think that the overload on cyclonic rift does not benefit our deck strategy too much (we bounce all the opponent's stuff, but wont have enough mana for a mite or Xarch, and thus cant win next turn).
I dunno - I personally would love to play cyclonic rift instead of echoing truth, so if someone can convince me - please do so
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http://www.mtgsalvation.com/forums/the-game/modern/tier-1-modern/592023-ur-splintertwin-and-tarmotwin
Banner by Ace5301
This primer is looking for a new caretaker. Message me if interested (I'm not monitoring this thread very often at this point).
Modern is a "Turn Four Format." This deck can cast one spell on turn 3, then win the game by casting one more spell on Turn 4. Intrigued? Let's keep going.
The core of this deck exploits the interaction between Deceiver Exarch/Pestermite and Splinter Twin/Kiki-Jiki, Mirror Breaker:
The critical turn looks like this:
The power of the combination of these cards gives a high level of flexibility to the rest of the deck, which means that there is a lot of room within this archetype for customization.
There are generally considered to be two distinct archetypes of Splinter Twin decks in Modern:
The remainder of this primer will only focus on UR and URG versions of this deck. Please see the UWR Twin primer for information about any Twin deck with white mana in it.
1 Breeding Pool
1 Cascade Bluffs
2 Desolate Lighthouse
3 Island
4 Misty Rainforest
1 Mountain
4 Scalding Tarn
3 Steam Vents
4 Sulfur Falls
Creatures
4 Deceiver Exarch
2 Kiki-Jiki, Mirror Breaker
4 Pestermite
2 Spellskite
4 Boomerang
3 Dispel
2 Flame Slash
4 Remand
4 Serum Visions
4 Sleight of Hand
4 Splinter Twin
2 Ancient Grudge
3 Blood Moon
2 Combust
1 Counterflux
2 Mizzium Skin
1 Negate
3 Slagstorm
1 Vendilion Clique
1 Breeding Pool
1 Desolate Lighthouse
3 Island
4 Misty Rainforest
1 Mountain
4 Scalding Tarn
3 Steam Vents
4 Sulfur Falls
2 Tectonic Edge
Creatures
2 Deceiver Exarch
2 Grim Lavamancer
1 Kiki-Jiki, Mirror Breaker
4 Pestermite
4 Snapcaster Mage
2 Vendilion Clique
2 Cryptic Command
1 Dispel
2 Izzet Charm
4 Lightning Bolt
2 Peek
3 Remand
4 Serum Visions
4 Splinter Twin
2 Ancient Grudge
2 Batterskull
1 Dismember
1 Dispel
1 Engineered Explosives
1 Grim Lavamancer
3 Molten Rain
2 Relic of Progenitus
2 Threads of Disloyalty
1 Breeding Pool
1 Forest
2 Hinterland Harbor
2 Island
4 Misty Rainforest
1 Mountain
4 Scalding Tarn
3 Steam Vents
1 Stomping Ground
2 Sulfur Falls
Creatures
3 Deceiver Exarch
3 Pestermite
2 Scavenging Ooze
4 Snapcaster Mage
4 Tarmogoyf
2 Cryptic Command
1 Electrolyze
2 Flame Slash
2 Gitaxian Probe
4 Lightning Bolt
4 Remand
4 Serum Visions
4 Splinter Twin
2 Ancient Grudge
2 Anger of the Gods
1 Batterskull
1 Combust
1 Counterflux
1 Dismember
1 Dispel
1 Engineered Explosives
1 Nature's Claim
1 Negate
1 Scavenging Ooze
1 Spellskite
1 Sword of Feast and Famine
Deceiver Exarch - The four toughness means it survives Lightning Bolt. Run as a 4-of in most combo builds, but the fact that it doesn't hit for much reduces utility in tempo builds.
Pestermite - Attacks for two damage with evasion, but dies to everything. This has the opposite problem to Exarch; you love that it can clock the opponent, but you hate that it is so fragile.
Splinter Twin - The cheapest of the duplication effects. Successful decks run four of these, but tempo pilots keep looking for excuses to run fewer. The fewer Splinter Twins in the deck, the more likely you are to have relevant cards to win the fair way - yet your opponent still has to play like you could have a Twin at any time.
Kiki-Jiki, Mirror Breaker - Having the additional duplication effect in the deck is important for consistency, but multiples of these do literally nothing. Usually no more than two.
Serum Visions/Sleight of Hand - The best of the remaining 1CC cantrips (RIP Ponder/Preordain); these will almost certainly find their way into your 75. All-In decks will run 4 copies of each; other builds may run less.
Gitaxian Probe/Peek - Knowledge is power. Just be sure that your deck can afford to pay life for Probe before running it; Peek is superior for decks that need to preserve life. The fact that Probe pumps up your 'Goyf is quite relevant, however. Choose wisely...
Twisted Image - The ultimate fantasy - cantripping removal. Obviously this only hits certain creatures, but blowing out your opponent's T1 Birds/Hierarch is certainly sweet. Higher variance than the Peek effects, but more raw power.
Telling Time - The only thing holding this back is the mana cost. It's not unreasonable to run a few if the curve of your deck can handle it.
Dispel - Historically, this has been the most efficient spell for protecting the combo, but if Spellstutter Sprite becomes more popular, this goes down in value a little bit. The number of copies depends upon the pace of your deck; the less reliant you are on winning via combo, the fewer you need.
Swan Song - If used to protect a combo, it's at least as good as Dispel, and has random upside in other situations. Possible maindeck answer for Bitterblossom.
Remand - Gives you the ability to interact turn two before comboing off. It digs through your deck as well. Every successful Twin deck has run 3-4 in the main.
Mana Leak - Most Twin decks leave these at home. This archetype isn't interested in trading resources 1-for-1 with the opponent when assembling the combo wins on the spot. The cantrip of Remand is more valuable. If you play this, make sure that your deck wants to play a long game.
Pact of Negation - Protects the combo when tapped out; just make sure that you actually win that turn. It's not uncommon to see up to two of these in the 75 for all-in decks. Just realize that once your opponent realizes you have this, they will just pick a fight on their turn instead of yours, seriously hampering the ability of this card to be good. Essentially, this only punishes greedy opponents, which means it's best when it's a surprise.
Cryptic Command - Extremely powerful. Puts a big strain on the mana base. It's worth it.
Counterflux - A one-of in sideboards to deal with must-answers (e.g., Scapeshift).
Spell Snare - This card is best when complementing other counters, since you can choose the correct counter for the situation. Twin decks don't usually run a large counter suite, so you can't use this to its full potential.
Negate/Spell Pierce - These answer threats that often matter more after sideboard. It's not uncommon to see these in the board, but Dispel hits most everything these would hit in game one.
Lightning Bolt - The gold standard of red removal. Sadly, this card fails to kill must-answer creatures: Spellskite and Linvala, Keeper of Silence. If your build is all-in on the combo, this doesn't make the cut. Tempo builds will often run 4 alongside Snapcaster Mage.
Electrolyze - Now this is real cantripping removal. Finding the right number of these can be tricky; in combo builds, it's certainly zero. In tempo builds, playing one is almost certainly correct, but you need to a really good reason to run more.
Flame Slash - Sorcery speed. Doesn't go upstairs. But it does kill those must-answer creatures. Most UR Twin decks run a few of these.
Dismember - Instant-speed removal that's capable of killing a Tarmogoyf, but the four life is not irrelevant. The manabase is often punishing, so don't put this in your 75 unless there's no better answer.
Tarmogoyf/Scavenging Ooze - Powerful beaters that can put a serious clock on the opponent. Either they spend removal on this or your combo pieces; dealing with both can be a real challenge. This is the core of the RUG Tempo Twin (i.e., TarmoTwin) deck - forcing your opponent to fight on two fronts.
Huntmaster of the Fells - A two-for-one value play to help create grindy games in RUG decks.
Spellskite - Misdirection on a stick. The ideal turn 2 play ahead of a turn 3/4 combo attempt.
Vendilion Clique - A staple of decks that play the tempo game. It clocks the opponent while giving you information and setting up a follow-up combo. However, it's too slow for all-in combo decks in the maindeck.
Snapcaster Mage - Another staple of tempo/control builds, and also too slow for all-in combo builds.
Grim Lavamancer - Burn on a stick. This demands a removal spell or threatens to run away with the game, and does serious work against Affinity.
Izzet Charm - What it lacks in raw power it makes up for in versatility. It's not really powerful enough to be a 4-of, and it's often sided out for more focused spells, but it's a strong versatile card for game one.
Boomerang - It removes any troubling permanent for a turn, and can be used to attack the opponent's mana base as well. Once again, these are often sided out in games two and three, but answer a broad swath of threats in the unknown environment of game one.
Steam Vents/Sulfur Falls - The mix between these two depends entirely on the speed of your deck. Faster decks can't afford to have their early lands come into play tapped, and will skew towards the shockland. Slower decks may be more interested in preserving life, and will lean on the checkland.
Scalding Tarn - Always run four.
Misty Rainforest - The complementary fetchland of choice, mostly because of:
Stomping Ground - Even all-in decks run Ancient Grudge in the sideboard, and a single fetchable green source in the main supports the flashback.
Cascade Bluffs - Helps out with the rough mana requirements of key spells. Generally a one- or two-of.
Shivan Reef - The pinging over time adds up a lot. Even the most aggressive combo decks leave these at home.
The mana base for two-color Twin usually allows for 2-3 utility lands. Choose wisely...
Desolate Lighthouse - One of the best utility lands when the game comes down to topdeck wars.
Tectonic Edge - Useful to punish greedy manabases in tempo lists that have already pushed through a threat.
Halimar Depths - The interaction between this and fetchlands is incredibly powerful. Just be sure that you're okay with running a land that will always come into play tapped.
Anger of the Gods - The most efficient three-toughness sweeper, permanently answering cards like Kitchen Finks and Voice of Resurgence.
Pyroclasm - Cheap and efficient. This can quickly turn the tide against mana dorks and weenie decks, but this got a lot less valuable with the rise of Zoo decks and their armies with three toughness.
Firespout - This can leave your fliers alone, so it may have some value in certain decks in certain matchups.
Engineered Explosives - Slightly less efficient, but deals with a wider variety of threats. If you're running three colors, this can answer just about anything.
Ancient Grudge - A two-for-one against artifacts. Fantastic for affinity, and does a great job of answering commonly boarded-in hate cards for the Twin combo.
Mizzium Skin - Mostly better than Dispel against decks that don't run blue. It even answers Abrupt Decay and Combust. Combo decks need some in the board; tempo decks prefer to have higher-impact proactive spells generally in the board.
Teferi, Mage of Zhalfir - This guy demands an immediate answer. If he sticks, you have free reign to stick the combo on the next turn. Good against blue decks and decks with loads of removal.
Echoing Truth - A broad answer to whatever your opponent may have in store for you. It's not a permanent answer to anything, but it is a temporary answer to everything. Many decks favor Boomerang, but this is still a viable option.
Threads of Disloyalty - Blue's favorite answer to Goyf. Slower decks can make good use of this card.
Combust - Very powerful; very narrow. A little goes a long way.
Blood Moon - The most powerful mana denial spell available in Modern, but its value moves up and down as the metagame becomes more or less prepared for it. Don't fall into the trap of using this against Tron - they will answer it.
Sowing Salt/Molten Rain - One-shot attacks on an opponent's mana base. Not as permanently devastating as Blood Moon, but harder to answer. Combo-oriented lists will find this too slow, but tempo or control oriented lists may be attracted to its raw power.
Graveyard hate - There are too many choices available. Just be mindful of how it can affect your own Snapcaster.
Batterskull - The sideboard beater of choice. Resilient to removal, costs only 5 mana, and creates favorable races. Good for tempo and control builds looking to shore up difficult matchups.
Inferno Titan/Wurmcoil Engine - The fact that these require six mana in a deck that often runs only 23 lands will prove to be a challenge. Stick to Batterskull unless your budget says otherwise.
Keranos, God of Storms - This card has been seeing a lot of play online as a one-of in the sideboard to provide long-term card advantage in grindy matchups. The jury is still out on its effectiveness; it's clearly wrong to play two of them, but a one-of in the board generally doesn't create enough of a sample size to know how good it is long-term.
Thrun, the Last Troll - This guy does work against control in green Twin decks.
These are the cards you need to be watching for from your opponent:
Either have a plan to remove these, or win the fair way.
Spellskite - Redirects Splinter Twin and Pestermite. Cannot redirect Deceiver Exarch or Kiki-Jiki, however.
Linvala, Keeper of Silence - Seen in Pod decks. Be wary that this can come out of nowhere with Chord of Calling.
Pithing Needle/Meddling Mage - This only has a 33% chance of success unless your opponent can look at your hand, and even then you can topdeck out of it. Not very scary.
Torpor Orb - Seen in a wide variety of decks.
Blind Obedience/Imposing Sovereign - These just slow you down one turn. Combo off on your opponent's end step, then untap and attack.
Suppression Field/Ghostly Prison/Ensnaring Bridge - Rarely seen, but effective. Make sure blue bounce is somewhere in your 75 (or that you can just win the fair way).
Soul Warden and her sisters - You can beat infinite life, but these guys gain infinite life as you combo. A Deceiver Exarch combo can't beat one, and there isn't any combination of combos that beats two.
Answer these while they're on the stack.
Abrupt Decay/Combust - This is why you put Mizzium Skin in your sideboard.
Nature's Claim - Your Tron opponent will be casting this off of a Chromatic "egg" - stay vigilant for this play.
Vines of Vastwood - This will counter a Splinter Twin or delay a Kiki-Jiki combo by a turn. Most often seen in Infect or Zoo.
Rakdos Charm - The ultimate feel-bad. Do not combo off in the face of BR postboard if you don't have an answer, unless you can play around it with how many copies you make.
It's your job win every game of Magic where you're not.
scumbag
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Please discuss sideboard options like Ancient Grudge and Vines of Vastwood! I like Vines--it not only counters Combust unconditionally, it also screws with loads of heads in the mirror, as it can target opposing creatures in response to Splinter Twin!
Try emphasizing just how good Flame Slash is against Linvala, Keeper of Silence and opposing Spellskite. Those two troublesome creatures are the main reason why Flame Slash is preferred and Electrostatic Bolt is a fine meta call.
I still recommend bounce like Echoing Truth in sideboards to deal with nonsense like Auriok Champion and Nevermore. Grudge does deal with stuff like Torpor Orb, though.
I like 4 Dispels. These puppies are so good--counters removal, other counterspells, and more! And they have none of the stupid timing restrictions that Pact of Negation has.
Your suggestions have been added! I plan to put a paragraph or so up about Pact at some point as it seems to be a point of debate in this deck.
edit: Spellstutter Sprite Worth mentioning in Flex spots as a budget option or in the Counter section as some super secret tech? SSS is funny when a Twin is slapped on it.
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I do have to question this though:
I've just finished going through the July Daily results in Blippy's Metagame thread, studying the Twin builds. Of the placing builds, only one deck didn't run Spellskite at all, with most running 2-3 main. I think you're going against the popular opinion with this statement.
FWIW, I haven't been playing Twin long enough to offer a personal opinion on the card yet, but I have found it useful in my generic build and believe that it has some merit to be considered in the main deck.
:symw::symr::symb: Tokens
I'm speaking from personal experience that I would rather just have more counters than Skites in the maindeck. Skite eats removal. Counters eat removal and basically everything else.
Others who have more experience can feel free to chime in.
if anyone would like to help with the Matchup section, please PM me or just drop a response here. My knowledge of matchups with this deck is only the mirror, random ass decks, and affinity.
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Can anyone explain how to sideboard against different decks?
This is the list im playing.
2 Halimar Depths
4 Island
4 Misty Rainforest
2 Mountain
4 Scalding Tarn
2 Steam Vents
1 Stomping Ground
4 Sulfur Falls
1 Breeding Pool
Creatures (13):
4 Deceiver Exarch
3 Pestermite
2 Spellskite
2 Kiki-Jiki, Mirror Breaker
2 Grim Lavamancer
3 Dispe
1 Echoing Truthl
4 Remand
Sorcery (11)
3 Flame Slash
4 Serum Visions
4 Sleight of Hand
Enchantment (4)
4 Splinter Twin
3 Ancient Grudge
3 Blood Moon
1 Echoing Truth
2 Grafdigger's Cage
2 Vines of Vastwood
2 Negate
2 Combust
I would cut -1 Spellskite - 2 Grim Lavamancers -1 Kiki Jiki for +2 Cryptic Command + 2 Firespout
I would use this as a sideboard for an unknown meta. You're not playing a lot of basics, Blood Moon effects hurt you a lot.
4 Ancient Grude
2 Echoing Truth
2 Spellskite
1 Cryptic Command
1 Kiki-Jiki
1 Flame Slash
4 Spell Pierce
Against control decks, you side in the extra counters + Spellskite and Echoing Truth and side out your spot removal. Possibly Ancient Grudge if they're bringing in Torpor Orb
Against Affinity you side in 4 Ancient Grude and 2 Echoing Truth 1 Flame Slash. Side out the Dispels in favor of Spell Peirce Possibly bring in an extra cryptic.
Against Pod combo bring in your extra spot removal (truth + slash) and Grudge
scumbag
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Again, I haven't tested much with SCM on cockatrice, but if you could show me a decklist in which he is good that would be great.
scumbag
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Video: Splinter Twin in Modern
U/R Splinter Twin in Modern
:symw::symr::symb: Tokens
And Why not more Kiki? as well as Max Cantrips?
3 Kiki-Jiki, Mirror Breaker
4 Deceiver Exarch
3 Pestermite
2 Spellskite
Sorcery
3 Gitaxian Probe
4 Sleight of Hand
4 Serum Visions
Instant
4 Pact of Negation
3 Spell Pierce
1 Disrupting Shoal
3 Lightning Bolt
4 Splinter Twin
Land
4 Steam Vents
4 Sulfur Falls
4 Scalding Tarn
1 Misty Rainforest
1 Arid Mesa
2 Island
1 Mountain
3 Gemstone Mine
2 Cavern of Souls
3 Shattering Spree
3 Echoing Truth
4 Tormod's Crypt
2 Kira, Great-Glass Spinner
1 Spellskite
2 Hurkyl's Recall
Thank you mchief111, great sig
Lvl 37 Planeswalker
Current:
Legacy:
:symu::symb::symr::symw::symg: TES |
Vintage:
:symb::symu: Titan Dredge | :symb::symu::symw: Bomberman
Modern:
:symu::symr: Kiki-Twin | :symr::symg: Tron
Standard:
Wip
EDH:
:symb::symu::symw: Zur
Pact of negation is not played cause it is only good when you are going to win the turn you use it, otherwise it is useless before turn 5 (thinking you droped land every turn).
Flame slash is better than Lightning bolt in this deck cause it kills Linvala, Keeper of Silence and Spellskite, and if you want to try some instant damage try Electrostatic bolt.
You're playing 14 ways to combo. From what I've seen in modern lists, the tradition is usually 12 with an additional Kiki from the sideboard.
Pact of Negation is bad because it does nothing before Turn Five unless you're planning to just win.
Dispel is better than Pact because it counters almost everything you're worried about in a counter war. Shoal is playable, but I don't think it's good enough, I'd rather play more dispels or pierces or leaks.
Flame Slash is better than bolt because it's never going to the face. You're going to combo off and win, not durdle around for dishing out 20 damage over a few turns.
You don't need to max Cantrips because it makes the deck less spell dense. In my testing, four isn't enough, but 7 is. I'm not sold on the 8th Cantrip.
cut the gemstone mines for 2 Island and 1 Mountain, no need for them, you're running enough duals.
Kira is bad because you need to target your creatures twice before you can attach twin, don't play it.
Also, if you're worried about aggro matchups, play some Cryptic Comands (2) md. It's a counter, it's a time walk, it's a draw spell, it's a torpor orb blanker.
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I'm no means experienced in Modern, but given the Limited Cantrip/Tutor/Mana accel capability in Modern, wouldn't it be best to go with as many of the redundant combo pieces/Protection/Cantrips to draw them, as possible to fit in the deck?
I.e.
7 parts 1/2 of Combo (4 Twin/3 Kiki)
7 Parts Other Half (7 untap dudes)
7-8, 11-12 Cantrips
7-8, 11-12 Protection even?
X Flex/Util (like Bolts)
Rest mana/accel
That way you are most likely to have the natural Combo, a cantrip, and at leat 1 protection spell to actually combo out safely?
I see your point about Pact, It could be bad/dead cards pre-combo. And you may need to counter a path/Bolt right after you flash in Exarch.
I'm also wishy-washy on Shoal, but If you run enough U 1-drops, it counters things like Path, IoK, Bolt, Pierce, etc.
True, But isn't there always the potential that an opponent can bring his or herself down to bolt range?, Then just end it. Not saying Flame Slash is bad, just curios on your thoughts.
So why not more combo peices, I'm sold in agreement here.
How do you feel about Cavern of Souls, especially if I run 3 Kiki MD?
Thanks, didn't think about that. Scratch that off.
I was thinking this, or 3 Firespout maybe 1 Breeding Pool from board.
Thank you mchief111, great sig
Lvl 37 Planeswalker
Current:
Legacy:
:symu::symb::symr::symw::symg: TES |
Vintage:
:symb::symu: Titan Dredge | :symb::symu::symw: Bomberman
Modern:
:symu::symr: Kiki-Twin | :symr::symg: Tron
Standard:
Wip
EDH:
:symb::symu::symw: Zur
I play 5 Twin effects and 7 Untap guys. You really don't want to go even on the thing because drawing multiples of untaps isn't bad, but drawing multiple kikis or multiple twins often just sucks.
I'd play 8 cantrips max, and you'd have to shave lands
I'd play 12-14 counter/burn spells. 4 Rune Snags, 3/3 Split of Pierce and Dispel, 2 Cryptic Commands (is what I play) 3 Flame Slash 3 Fire Spout
don't play Shoal. Shoal is good in Mono blue and teachings decks, not worth in in this IMO.
Cavern is just worse than steam vents and other UR duals. Cut too 1 or 2 Kikis and then you can have a better disruption package and you don't have to mess around with those lands.
Firespout comes stapled with one breeding pool, absolutely.
If you're opponent is down where bolt will kill him, you've won already. Most opponents will not get that low because you're playing red so they'll assume you have bolt and you can represent bolt without having bolt. It's like having bolt in your deck, without having bolt. Flameslash is just better.
I really don't like playing that many combo pieces. It seems good in theory, but like maxing cantrips, it makes your deck much less protection dense, which is very important in twin.
scumbag
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From what I see so far I think we could up the number of spellskites and/or vines of vastwood in SBs.
And for that matter, what do you think about Mizzium Skin in the SB?
Mizzium Skin is a decent, easy-to-cast choice unless you face a lot of the mirror. Against the mirror, Vines is exponentially better because you can target your opponent's stuff with it.
Im tryng it on cockatrice and this is what I have right now:
2 Halimar Depths
3 Island
1 Mountain
4 Scalding Tarn
2 Steam Vents
3 Sulfur Falls
1 Sacred Foundry
2 Hallowed Fountain
4 Arid Mesa
1 Plains
1 Blood Crypt
Creatures(13):
3 Deceiver Exarch
2 Pestermite
2 Village Bell-Ringer
2 Spellskite
2 Kiki-Jiki, Mirror Breaker
2 Grim Lavamancer
3 Dispel
3 Remand
1 Echoing Truth
3 Path to Exile
3 Izzet Charm
Sorceries (6):
3 Serum Visions
3 Sleight of Hand
Enchantments (4):
4 Splinter Twin
2 Combust
3 Gifts Ungiven
1 Elesh Norn, Grand Cenobite
1 Iona, Shield of Emeria
1 Sphinx of the Steel Wind
2 Disenchant
3 Blood Moon
1 Unburial Rites
I need to adjust the lands and change the sideboard and Im thinking about Noxious Revival for better gifts piles.
WUModern Second SunriseWizard's Ruined MeWUBModern Teachings <- Current Favourite
WUBRGPauper Cube
Currently Building:
R Modern Burn
All hail Grand Comrade Storm Crow!
I saw that the Modern Grand Prix in France had a Splinter Twin Deck as top finisher in standings before top 8, & the guy was using 2x cyclonic rift in his SB.
I was also considering playing cyclonic rift instead of echoing truth. However, after thinking about it a while, I felt that echoing truth should usually be better - especially because I think that the overload on cyclonic rift does not benefit our deck strategy too much (we bounce all the opponent's stuff, but wont have enough mana for a mite or Xarch, and thus cant win next turn).
I dunno - I personally would love to play cyclonic rift instead of echoing truth, so if someone can convince me - please do so