I see a lot of Avacyn/Goblin Dark Dwellers/Keranos in the 5 slot.
In my experience, nothing beats a big ol hasty dragon in the 5 mana slot.
Just a thought
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Jun 9, 2016Also my feelings on Remand and Mana Leak:Posted in: Midrange
Pros of Remand:
- Great vs. high mana spells like Kalitas, Collected Company, basically any 3 drop
- Good on before you play geist, when you can have them tap out, get their early game spell remanded, and then you cast Geist to an empty board with another card in your hand.
- Makes 2 land hands keepable due to the extra draw
- GREAT vs counterspells, for tons of card advantage remanding your own spell yes we have all done this super cool trick.
- Makes Suspend cards feel nasty (Living End, Ancestral Vision, Search for Tomorrow, Lotus Bloom)
- Great when you are playing the race game and they cast something you remand to dig even deeper for that last bolt or snapcaster
- In my experience it is great vs. redundant decks like Jund, which is just removal and creatures. Remanding a spell from a deck like Jund or Abzan Company is usually just a timewalk
- Countering spells with flashback is nice
- Does not shine vs. Zoo, Burn, Affinity, Infect (note these are easy matchups)
- Feels bad when you keep that 2 lander that had a remand, and they don't cast anything til turn 3.
- Is a temporary counter, therefor if there is a card we have trouble dealing with, it only delays it, not stop
- Loses value as a topdeck lategame
- Sends the countered spell to the graveyard + + +
- Can tap out our opponent..?..?! I suppose this is okay but only when you are about to resolve an Elspeth or something big
- Feels really good to just send that Nahiri or Liliana or Co-Co or Tarmogoyf straigt to the graveyard for 2 mana
- Mana Leak doesn't have as many individual Pros, but the fact it can send a card to the graveyard is just huge.
- Doesn't work well with Path to Exile
- Late game top deck it is just a dead card, it doesn't even cantrip at the very least.
- Mana Leaking a spell with flashback sucks (Cards like Lingering Souls, they just get 2 spirits later anyways and you are at card disadvantage)
- 2 Land Mana Leak hands are less keepable, but still okay.
I usually either run:
If I am playing a more aggressive Geist deck (With Young Pyro or more burn): I run 4x Remand 0x Mana Leak
If I am playing midrange classic Geist: 3x Remand 2x ManaLeak
Jun 9, 2016I've noticed lots of people talking about how their Keranos is no longer playable because of incidental celestial purges... We here at UWR Geist don't play Nahiri. We also have neither red permanents or black permanents (outside of Ajani Vengeant if you are running it and Keranos in the board. Now I have never had Keranos in my board at all but to me it seems silly to cut a good midrange card from your sideboard because of a potential celestial purge, which they are probably thinking won't do anything vs us because everyone is talking about cutting your Keranos...Posted in: Midrange
Sorry if that all sounded confusing, basically I mean this:
Why cut Keranos from your sideboard completely? We can't bring it in VS Nahiri decks, but it remains good against all other midrange strategies, and we are unlikely to be punished from backlash Celestial Purges due to our extremely low red permanent count.
Jun 6, 2016I like hitting people with big pimped out Geist of Saint Trafts rather than wimpy 2/2 Geist of Saint Trafts.Posted in: Midrange
It is a pretty simple package:
And you can run some fun sideboard 1 ofs:
Godsend - Good vs. Creatures (AKA Company Decks, Zoo decks, etc.)
Sword of Body and Mind - Good vs. Scapeshift(because you mill mountains) and also elf type decks that the pro green becomes useful as does extra blockers)
Sword of War and Peace - makes all of UWR Control's removal irrelevant, as well as being good at racing decks, gaining life and protecting vs burn decks, etc.
Maybe good, maybe less good.
It is fun and spicy for FNM at the very least.
Apr 23, 2016Ancestral visions isn't really where I want to be. I don't know what you really mean by low card draw, I guess I don't have a lot of literal "card draw" but just about every card in this deck replaces itself somehow, aside from bolt helix path. The reason I don't want Visions is partly because a playset is $150+, partly because it doesn't fit my all flash theme, partly because I don't even need it really with all of my card advantage, and partly because topdecking it is a pain (Not to say top-decking a remand or spellstutter sprite ISN'T a pain, I just rather limit my bad top decks.)Posted in: Modern Archives - Proven
The decks I played against were-
UWR Kiki Control (I was just able to stay ahead in tempo, Kiki control seems to be a really good matchup, they are too sorcery speed to interact favorably. An interesting interaction, Teferi counters Ancestral Visions, because they can't cast it because it is during their upkeep.)
Jund (a little harder, but I was able to counter his Lilianas which is really the only card that UWR can't handle. Besides that, I just remove the Bobs and Scoozes with bolts or counter them with Sprites, and Tarmo gets countered, or bounced or pathed. Cryptic Command is obviously really good here, and Remand shines as well.
Some green aggro deck (Just free win for anyone who has been matched up against a mono green deck as UWR player in modern)
Abzan Company( This one was really fun, It was back and forth, and I eventually built up an airforce while keeping his board relatively clean with removal and counters. He dies slowly then Colonnades finish him off. Radiant Flames is good after board, I would like Anger of the Gods more but in past experience with that card I always seem to only have 1 red when I want to cast anger. Wrath of God and Supreme Verdict also after board means I just have lots of ways to keep the board clean, eventually climb up in card advantage and hit him down with flyers and colonnades etc. )
Apr 23, 2016Just played this fun one at LGS friday. Fun for sure, possibly good?Posted in: Modern Archives - Proven
DeckMagic OnlineOCTGN2ApprenticeBuy These Cards Land (25)
4x Celestial Colonnade
1x Eiganjo Castle
1x Faerie Conclave
4x Flooded Strand
1x Hallowed Fountain
1x Minamo, School at Water's Edge
3x Polluted Delta
1x Prairie Stream
1x Sacred Foundry
2x Steam Vents
3x Restoration Angel
4x Snapcaster Mage
4x Spellstutter Sprite
1x Teferi, Mage of Zhalfir
2x Vendilion Clique
1x Venser, Shaper Savant
2x Cryptic Command
4x Lightning Bolt
3x Lightning Helix
4x Path to Exile
1x Celestial Purge
1x Crumble to Dust
1x Engineered Explosives
1x Izzet Staticaster
1x Radiant Flames
1x Rest in Peace
1x Sphinx's Revelation
1x Supreme Verdict
1x Wear / Tear
1x Wrath of God
100% instant speed. 100% fun. 50% maybe good. I went 4-0 but that's just FNM. Thoughts?
Apr 6, 2016That list I posted earlier is just my thoughts on card advantage engines in UWR control. I actually prefer to play UWR Control without the card advantage pieces and just play Angels or Cliques or Geists or any combination of the three. I think that it is better to play with those creatures right now than with some Ancestral Visions or Think Twices. I also think Kiki Control is better right now than the traditional UWR.Posted in: Modern Archives - Proven
Apr 5, 2016My thoughts on Ancestral Visions-Posted in: Modern Archives - Proven
I think it sounds great, 3 cards with little investment... or at least it looks like a little investment. You are giving up the value of a card for 4 turns, say you play it on turn one (which will probably require a fetch/shock which a control deck doesn't want to do, we rather play a tapped colonnade or something), you won't be seeing any value from that card for 4 turns. That means you won't see the card advantage until turn 5, it is actually a card disadvantage until then. What that means is, possibly one less reactive card to deal with your opponents threats, a missed land drop, etc. I think if we want card advantage, UWR control would much rather want Think Twice
Pros of Think Twice as compared to Ancestral Visions IN UWR CONTROL SPECIFICALLY:
- Doesn't require a turn one land to be untapped
- If you have the card and two mana, you can leave the mana open to potentially cast a reactive card, and cast Think Twice if you have no plays
- You get the cards now rather than later, which is important if digging for an answer
- Better top deck, you see 2 cards immediately (well sorta, if you have the mana) rather than 3 cards 4 turns from now
Pros of AV over TT:
- One more card advantage
- One less mana investment
- Can be played turn one
Or you could just not play little card advantage spells, I wouldn't say it is necessary in UWR... in Esper sure it is important to have those 4 Think Twice, but due to the ability to be proactive, UWR doesn't really need that stuff as much.
Here is my list:
Feel free to leave any input on my ideas
Aug 2, 2015Thanks Jex, concerning the lands, I'm just running what I have, I will get Scalding Tarns if they are in Battle for Zendikar, but as of now, i don't want to drop 50$ on then all. And I thought out the shocks I would use to be compatible with the fetches I have, I did the math and such and believe I do have the right shocks for my build of it. As for anticipate, I added it because of all my different sideboard cards, and also this is my first time playing a 4 color deck, so I thought maybe the selection would be useful in finding the land colors I need, or the answers for a specific situation. The sideboard I kinda just threw together, because I finished it minutes before FNM started. I liking having 15 one ofs, especially with Mystical Teachings. Thank you!!!Posted in: Modern Archives - Proven
Aug 1, 2015Hey guys! I played a UWRb control deck at FNM last Friday, I won all my matches! I went 4-0 and received my fourth and final PROMO Path to Exile!!!Posted in: Modern Archives - Proven
Here is the list I played.
It was really Great! Having Tasigur to play on Turn 5 with 1 mana was extreme. Being able to either hold mana up for counters, or activate tasigur, makes him a much better finisher than the clunky Gideons, Keranos, etc 5 mana finishers. I enjoyed playing this too! The black splash really didn't even hurt the man abase too much. I tried out the Reflecting Pool/Vivid lands, and they seem to work fine, my man abase doesn't even hurt me too bad. Please tell me what you think!
Jul 3, 2015Posted in: Aggro & TempoQuote from fish4ever »I can tell you, in Merfolk it is just not a real card. I think it also does not deserve a spot in WUR delver
Merfolk doesn't play Path to Exile or Ghost Quarter do they? They also have a different game plan than UWR Delver.
Jun 28, 2015Posted in: MidrangeQuote from toroks »Of the 5 Jeskai decks that made day 2 in Singapore, 4 (3,1% meta) of them are midrange and only one control. A lot of people said full scale control was the way to go for jeskai, but it looks like the tides are turning towards geist now
I am fairly certain that you want a proactive game plan in this modern format. Pure control is subject to losing because they weren't able to apply pressure in certain match ups like Geist can. With the meta moving towards midrange/combo land, it's good to have a card (Geist) that can just win while your opponent is casting Kolaghan's Commands and such because "value".
Jun 27, 2015Posted in: MidrangeQuote from toroks »Quote from Khainn »
Played UWR Geist to a 4-0 finish at FNM. Played against GR Tron, U Tron, Jund, and UR Twin. I won all matches 2-0 except for Jund, which had to go to game 3. We traded resources and then started top decking, where I was top decking Dragons and Sphinx's Revelations and Cryptic Commands, he topped Goyfs Lilis and Inquisitions. Who wins? The hasty dragons and card advantage.
Not bad with those matchups. Can you post your list?
To be fair the Mono U Tron player seemed to be fairly new to modern, but the others were often PTQ goers.
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