Turn 4, draw is a Serum Visions instead of land 25/26. Now you don't cast supreme verdict and you lose to aggro.
Opener is 2 visions, land, 4 cards. Mull because it's a true one lander instead of a three lander.
Turn 1 serum visions off mostly shocks or fetch for basic only, which means your turn 2 is either another fetch for basic or shock, just in order to logic Knot. Instead of tapped T1, basic or shock T2.
Regarding Censor:
tested it as a 1-of in the 4th Esper charm slot (last minute decision for that > 4th snap)
Can-tripped it four times, cast it just once against a greedy storm player going for the t3 g1 (is it not clear I'm on control by t3??)
TCGPlayer only shipped 3 of my 4 Esper charms on this order and I'm doubtful the 4th comes before modern tonight.
What to place in that slot?
Also: there are rarely matches where I wish I had a wrath in hand, elves is the premier one alongside Affinity. What's the thoughts behind trimming to 2 verdict main?
NOSB x2 does give everything -2/-2 before going away, same as double Elesh gives -4/-4. And the exact situation was Etched Champion with a Cranial Plating on it once, elves with 1 Archdruid a couple times, and Fish with 2 Lords after EOT push. It's another board wipe is all.
Tested a TON of games at the LGS for Tuesday night modern and online today.
Playing a stock list, still have final 4-5 SB slots in the air. NOSB has been an absolute house in a lot of the matchups I previously had problems with, landing the second one is GG against most problem opponents.
Here's the list (pls someone tell me how to deck tag on my phone??):
I don't have a huge problem against Affinity and Kataki doesn't really solve the problems I do have, so I typically only play him Online, where Affinity is more prevalent than the 2-3 pilots at my 35+ person LGS.
Storm isn't too bad, Ad Naus can be difficult if they're a good pilot, taking turns is almost impossible, Deaths shadow isn't an issue, BGx is easy, Affinity is probably 40-60 G1 and favorable post-board, dredge is almost impossible g1 and post-board depends a lot on the hate cards.
What is everyone's sideboarding strategy look like for trimming in each matchup?
I've seen dromoka talked about in the Ad Naus thread but haven't ever seen it in application. They usually just play the combo win
Edit: just browsing other threads, why TF is UW control tier 1 and we are developing?? Fatal push + Esper charm are backbreaking cards against our "hard" matchups.
It's solid against a lot of the decks in the format, I know we moved away from it with DShadow and Eldrazi being big, but I have never been upset to see the one copy in an opening grip.
2 Negate is fine for me also, but I'm very built for creature removal so it's basically to stop them from getting back into the game with Coco or a walker.
Can we go back to the dredge MU though?
Like game 1, what part of their plan do you guys have the most success attacking?
Opener is 2 visions, land, 4 cards. Mull because it's a true one lander instead of a three lander.
Turn 1 serum visions off mostly shocks or fetch for basic only, which means your turn 2 is either another fetch for basic or shock, just in order to logic Knot. Instead of tapped T1, basic or shock T2.
Not a fan of that logic at all
tested it as a 1-of in the 4th Esper charm slot (last minute decision for that > 4th snap)
Can-tripped it four times, cast it just once against a greedy storm player going for the t3 g1 (is it not clear I'm on control by t3??)
TCGPlayer only shipped 3 of my 4 Esper charms on this order and I'm doubtful the 4th comes before modern tonight.
What to place in that slot?
Also: there are rarely matches where I wish I had a wrath in hand, elves is the premier one alongside Affinity. What's the thoughts behind trimming to 2 verdict main?
Playing a stock list, still have final 4-5 SB slots in the air. NOSB has been an absolute house in a lot of the matchups I previously had problems with, landing the second one is GG against most problem opponents.
Here's the list (pls someone tell me how to deck tag on my phone??):
4 Think Twice
4 Esper Charm
4 Cryptic Command
3 Logic Knot
2 Negate
1 Spell Snare
4 Fatal Push
3 Path to Exile
2 Secure the Wastes
2 Sphinx's Revelation
3 Supreme Verdict
2 Hallowed Fountain
2 Watery Grace
1 Godless Shrine
4 Flooded Strand
4 Polluted Delta
1 Marsh Flats
1 Steam Vents // Glacial fortress
1 Mystic Gate
2 Island
2 Plains
1 Swamp
2 Leyline of the Void
2 Night of Souls Betrayal
2 Runed Halo
2 Rest In Peace
1 Path to Exile
1 Negate
1 Dispel
1 Celestial Purge
1 Baneslayer Angel // Gideon Jura
2 Kataki, War's Wage // Crumble to Dust
Swapped slots indicated by //
I don't have a huge problem against Affinity and Kataki doesn't really solve the problems I do have, so I typically only play him Online, where Affinity is more prevalent than the 2-3 pilots at my 35+ person LGS.
Storm isn't too bad, Ad Naus can be difficult if they're a good pilot, taking turns is almost impossible, Deaths shadow isn't an issue, BGx is easy, Affinity is probably 40-60 G1 and favorable post-board, dredge is almost impossible g1 and post-board depends a lot on the hate cards.
What is everyone's sideboarding strategy look like for trimming in each matchup?
Edit: just browsing other threads, why TF is UW control tier 1 and we are developing?? Fatal push + Esper charm are backbreaking cards against our "hard" matchups.
2 Negate is fine for me also, but I'm very built for creature removal so it's basically to stop them from getting back into the game with Coco or a walker.
Can we go back to the dredge MU though?
Like game 1, what part of their plan do you guys have the most success attacking?
My Counter suite currently is:
4 cryptic command
3 logic Knot
2 negate
1 spell snare
Removal suite:
4 fatal push
3 Path to exile
3 supreme verdict