There are many rogue UR decks out there right now. This is not one of them. I've been running a UR control deck for a while, but the idea of introducing Talrand, Sky Summoner has made this a formidable deck.
The strategy is simple: control the board and let Talrand deal the damage. Devil's Play and Batterskull offer alternative win conditions.
A few things I'm confident work beautifully: Snapcaster Mage with Rewind and Think Twice/Blue Sun's Zenith keep the board empty and your hand full. Arc Trail has been fantastic, but I sideboard it out for Pillar of Flame against any deck with undying creatures or die effects.
Potential tweaking: Wurmcoil Engine in place of Batterskull Faithless Looting in place of Ponder Desperate Ravings in place of Think Twice
Finding room for Solemn Simulacrum, which in testing usually worked well and the ramping was nice, but replacing it with Talrand was much better. Karn Liberated or Tamiyo, the Moon Sage can provide additional control and a win condition.
Maindecking Pillar of Flame
Adding Slagstorm Vapor Snag - I've honestly never used it. It could protect Talrand while producing a token, or bouncing a creature to be countered
So there's still work to be done. What I can say for certain is that these cards have no place in the deck: Inferno Titan - seems powerful, but he usually leaves me tapped out/I'd rather burn my opponent's face for that much mana Chandra, the Firebrand - copying a big Zenith or Devil's Play usually won me the game, and she's good at sniping weenies, but after introducing Talrand she was just in the way Burning Vengeance Increasing Vengeance Cancel, Dissipate, Negate, Essence Scatter Devastation Tide - tokens don't mix well with bouncing
Notes on match-ups: This deck fairs well against almost anything. Thrun and Traft are difficult to combat, with the only answer to them in the deck being Bonfire and Batterskull (or tokens). Titans and Restoration Angel (generally anything with toughness > 3) are also problematic. I sideboard a second Zenith for those situations.
Specific notes on tier match-ups will follow once I find someone decent enough to test.
Play notes
- Early game is all about using Ponder to make sure you have enough lands, Mana Leak to get rid of threats before they occur, and burn spells to get rid of creatures.
- Midgame you should have the board mostly cleared through burn spells and Mana Leak. At this point you'll rely on Rewind, Blue Sun's Zenith, Think Twice, and Snapcaster Mage to keep the board clean and pumping tokens out of Talrand.
- Resist the temptation to tap out until very late game. The Batterskull can wait until you have 8 or 9 lands or of course if you're running low on life.
- Pay attention to your mana supply and wait for the right moment to use Devil's Play. Accounting for flashback, Devil's play will deal 2x - 4 damage to your opponent, where x is your mana potential. At this point, 2x - 4 = 12 is usually enough to win, which means start thinking about Devil's Play once you have 8 free lands. Tapping out is OK at this point if you can survive until your next turn to flashback.
I'd look at dropping snap to 3 and popping in another bonfire. I'm also wondering why you're not playing desolate lighthouse?
I'll try running three Snapcasters, but 3 Bonfires has been too many in my testing. Drawing one any time before turn 5 is a total waste. Probabilistically there's a 61% of not drawing a Bonfire before your 12th draw (turn 5ish) if you run 2. If you run 3, that probability drops to 47%. So more than half of your games you'll draw a useless bonfire.
I've also tested Desolate Lighthouse before, but by the time I had the mana to use it, my hand count was too low. I guess it couldn't hurt though.
Interesting take. Could you talk about why you prefer to run a more controlling version of the deck, as opposed to a more aggro/tempo oriented version? This could just be due to the fact that I've seen pros tossing around "smaller" lists, but it seems better to me if you start small and run a ~10-card control package in the SB. Something like this as an MD:
And then you run the big stuff, like Batterskull or Inferno Titan or Consecrated Sphinx, out of the board.
Alternatively, you might want to think about running Shrine of Burning Rage over some of the X spells. It's colorless and can get bigger without you investing any mana into it.
I have heard vague rumors of a moustache-dispensing vending machine in a distant laundromat, across the street from a tattoo parlor. However, this information is shaky, and time is of the essence.
Interesting take. Could you talk about why you prefer to run a more controlling version of the deck, as opposed to a more aggro/tempo oriented version? This could just be due to the fact that I've seen pros tossing around "smaller" lists, but it seems better to me if you start small and run a ~10-card control package in the SB. Something like this as an MD:
And then you run the big stuff, like Batterskull or Inferno Titan or Consecrated Sphinx, out of the board.
Alternatively, you might want to think about running Shrine of Burning Rage over some of the X spells. It's colorless and can get bigger without you investing any mana into it.
That Deck List is 67 cards. I'd probably cut a Bonfire of the Damned, the Pillar of Flames, one Mana Leak, and one land to the Sideboard. Then you'd only need to cut one card to drop the count to 60.
Hey swishh. I've been running Talrand Control myself however I went the U/B path. I just like to comment on some card lists your MD has.
First, 3 Mana Leak + 4 Rewind: You're running 7 counter magics here which really is not an option atm. Cavern of Souls is usually in most decks thus negating your counter magics. I'd say play Rewind alone as a 3-of or mix in 3 low cmc counter magics like Leak with 1-of Rewind. (I play 2 Rewind in mine, with an additional Negate). Also countering Rancor is usually a must.
Blue Sun's Zenith: I think 8 card draw spells is enough, most of the time you'd be responding on turns, leaving you almost no mana to EoT a USZ. I'd say go for either an additional RSZ, or 1 more Bonfire.
Devil's Play: I'd have to go with Shrine of Burning Rage instead. If I'm not mistaken, you're sole purpose for DP is actually getting the reach for X damage. Shrine of Burning Rage serves that purpose as well, and with you playing control, I doubt it'll pop off with just 3~5 damage(maybe as a 3-of). And besides, you already have RSZ and Bonfire to deal with X dmage.
It is hard to protect Talrand the moment he drops tbh. Plus, it's hard to win against UW Delver decks with Talrand as well. G decks have easily kill Talrand with "fight".
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Not sure if this card is gonna get banned sooner or maybe later...
Please don't make crap up. This is such an obvious word vomit it's ridiculous. Something about the internet and people thinking they need to say something to fit in..
Hey swishh. I've been running Talrand Control myself however I went the U/B path. I just like to comment on some card lists your MD has.
First, 3 Mana Leak + 4 Rewind: You're running 7 counter magics here which really is not an option atm. Cavern of Souls is usually in most decks thus negating your counter magics. I'd say play Rewind alone as a 3-of or mix in 3 low cmc counter magics like Leak with 1-of Rewind. (I play 2 Rewind in mine, with an additional Negate). Also countering Rancor is usually a must.
Blue Sun's Zenith: I think 8 card draw spells is enough, most of the time you'd be responding on turns, leaving you almost no mana to EoT a USZ. I'd say go for either an additional RSZ, or 1 more Bonfire.
Devil's Play: I'd have to go with Shrine of Burning Rage instead. If I'm not mistaken, you're sole purpose for DP is actually getting the reach for X damage. Shrine of Burning Rage serves that purpose as well, and with you playing control, I doubt it'll pop off with just 3~5 damage(maybe as a 3-of). And besides, you already have RSZ and Bonfire to deal with X dmage.
It is hard to protect Talrand the moment he drops tbh. Plus, it's hard to win against UW Delver decks with Talrand as well. G decks have easily kill Talrand with "fight".
I'll test running fewer counters for Shrine of Burning Rage, but for Cavern of Souls I sideboard Ghost Quarter. Blue Sun's Zenith becomes crucial late game so I don't see getting rid of it. I'm pretty confident in omitting the third Bonfire. See my previous comment on the probability of drawing it when it would be useless.
The strategy is simple: control the board and let Talrand deal the damage. Devil's Play and Batterskull offer alternative win conditions.
4 Sulfur Falls
12 Island
9 Mountain
Living Things (9)
3 Talrand, Sky Summoner
4 Snapcaster Mage
2 Batterskull
2 Bonfire of the Damned
1 Blue Sun's Zenith
1 Red Sun's Zenith
2 Arc Trail
3 Incinerate
2 Devil's Play
4 Ponder
4 Think Twice
4 Rewind
3 Mana Leak
A few things I'm confident work beautifully: Snapcaster Mage with Rewind and Think Twice/Blue Sun's Zenith keep the board empty and your hand full. Arc Trail has been fantastic, but I sideboard it out for Pillar of Flame against any deck with undying creatures or die effects.
Potential tweaking:
Wurmcoil Engine in place of Batterskull
Faithless Looting in place of Ponder
Desperate Ravings in place of Think Twice
Finding room for Solemn Simulacrum, which in testing usually worked well and the ramping was nice, but replacing it with Talrand was much better.
Karn Liberated or Tamiyo, the Moon Sage can provide additional control and a win condition.
Maindecking Pillar of Flame
Adding Slagstorm
Vapor Snag - I've honestly never used it. It could protect Talrand while producing a token, or bouncing a creature to be countered
So there's still work to be done. What I can say for certain is that these cards have no place in the deck:
Inferno Titan - seems powerful, but he usually leaves me tapped out/I'd rather burn my opponent's face for that much mana
Chandra, the Firebrand - copying a big Zenith or Devil's Play usually won me the game, and she's good at sniping weenies, but after introducing Talrand she was just in the way
Burning Vengeance
Increasing Vengeance
Cancel, Dissipate, Negate, Essence Scatter
Devastation Tide - tokens don't mix well with bouncing
Notes on match-ups:
This deck fairs well against almost anything. Thrun and Traft are difficult to combat, with the only answer to them in the deck being Bonfire and Batterskull (or tokens). Titans and Restoration Angel (generally anything with toughness > 3) are also problematic. I sideboard a second Zenith for those situations.
Specific notes on tier match-ups will follow once I find someone decent enough to test.
Play notes
- Early game is all about using Ponder to make sure you have enough lands, Mana Leak to get rid of threats before they occur, and burn spells to get rid of creatures.
- Midgame you should have the board mostly cleared through burn spells and Mana Leak. At this point you'll rely on Rewind, Blue Sun's Zenith, Think Twice, and Snapcaster Mage to keep the board clean and pumping tokens out of Talrand.
- Resist the temptation to tap out until very late game. The Batterskull can wait until you have 8 or 9 lands or of course if you're running low on life.
- Pay attention to your mana supply and wait for the right moment to use Devil's Play. Accounting for flashback, Devil's play will deal 2x - 4 damage to your opponent, where x is your mana potential. At this point, 2x - 4 = 12 is usually enough to win, which means start thinking about Devil's Play once you have 8 free lands. Tapping out is OK at this point if you can survive until your next turn to flashback.
I'll try running three Snapcasters, but 3 Bonfires has been too many in my testing. Drawing one any time before turn 5 is a total waste. Probabilistically there's a 61% of not drawing a Bonfire before your 12th draw (turn 5ish) if you run 2. If you run 3, that probability drops to 47%. So more than half of your games you'll draw a useless bonfire.
I've also tested Desolate Lighthouse before, but by the time I had the mana to use it, my hand count was too low. I guess it couldn't hurt though.
4 Cavern of Souls
11 Island
4 Mountain
4 Delver of Secrets
3 Grim Lavamancer
4 Snapcaster Mage
3 Talrand, Sky Summoner
3 Gut Shot
2 Mutagenic Growth
4 Thought Scour
4 Ponder
4 Vapor Snag
3 Mana Leak
3 Pillar of Flame
3 Bonfire of the Damned
And then you run the big stuff, like Batterskull or Inferno Titan or Consecrated Sphinx, out of the board.
Alternatively, you might want to think about running Shrine of Burning Rage over some of the X spells. It's colorless and can get bigger without you investing any mana into it.
That Deck List is 67 cards. I'd probably cut a Bonfire of the Damned, the Pillar of Flames, one Mana Leak, and one land to the Sideboard. Then you'd only need to cut one card to drop the count to 60.
Main Deck would look like:
4 Delver of Secrets
3 Grim Lavamancer
4 Snapcaster Mage
3 Talrand, Sky Summoner
4 Thought Scour
4 Ponder
4 Gitaxian Probe
4 Vapor Snag
3 Gut Shot
2 Mutagenic Growth
2 Mana Leak
2 Bonfire of the Damned
4 Sulfur Falls
4 Cavern of Souls
10 Island
4 Mountain
Sideboard could be something like:
2 Bonfire of the Damned
3 Pillar of Flame
2 Negate
1 Consecrated Sphinx
1 Inferno Titan
1 Frost Titan
1 Island
2 Surgical Extraction
2 Phantasmal Image
First, 3 Mana Leak + 4 Rewind: You're running 7 counter magics here which really is not an option atm. Cavern of Souls is usually in most decks thus negating your counter magics. I'd say play Rewind alone as a 3-of or mix in 3 low cmc counter magics like Leak with 1-of Rewind. (I play 2 Rewind in mine, with an additional Negate). Also countering Rancor is usually a must.
Blue Sun's Zenith: I think 8 card draw spells is enough, most of the time you'd be responding on turns, leaving you almost no mana to EoT a USZ. I'd say go for either an additional RSZ, or 1 more Bonfire.
Devil's Play: I'd have to go with Shrine of Burning Rage instead. If I'm not mistaken, you're sole purpose for DP is actually getting the reach for X damage. Shrine of Burning Rage serves that purpose as well, and with you playing control, I doubt it'll pop off with just 3~5 damage(maybe as a 3-of). And besides, you already have RSZ and Bonfire to deal with X dmage.
It is hard to protect Talrand the moment he drops tbh. Plus, it's hard to win against UW Delver decks with Talrand as well. G decks have easily kill Talrand with "fight".
I'll test running fewer counters for Shrine of Burning Rage, but for Cavern of Souls I sideboard Ghost Quarter. Blue Sun's Zenith becomes crucial late game so I don't see getting rid of it. I'm pretty confident in omitting the third Bonfire. See my previous comment on the probability of drawing it when it would be useless.
It's not something you want to be using all the time, but when you're drawing into unwanted land, it can be a complete life saver.