- Gen0syde86
- Registered User
-
Member for 8 years, 8 months, and 5 days
Last active Sat, Sep, 3 2022 08:24:04
- 0 Followers
- 274 Total Posts
- 26 Thanks
-
1
FlyingDelver posted a message on [Primer] Mardu (Dega/BWR) MidrangeI don't recommend playing non-black fetchlands, we need to be able to grab our basic swamps since we are running Blood Moon.Posted in: Modern Archives - Proven -
1
TomCourtenay posted a message on UW ControlPosted in: ControlQuote from Gen0syde86 »Quote from Chosenone919 »I prefer Runded Halo as it is more versatile. It's very nice versus Bogles, Valakut, Dredge and so much more.
This. Meddling Mage is terrible in this deck because it dies to easily and isn't really much of a threat. Now if Vendilion Clique and Meddling Mage are your only options, I'm taking Clique all the way. Clique does more for you. Yea you can't shut down their combo but it gives you the information about what to play around, gives you a bigger clock, and is a much better blocker if needed.
I decided to go with 2 Clique in the sideboard. I feel it's very relevant for the information and disrupting combo also. The clock is great too. I'm glad I added it to the 75 as I'm 4-1 since I have them! -
2
Exatraz posted a message on [Primer] Mardu (Dega/BWR) MidrangePosted in: Modern Archives - ProvenQuote from hellovoid »Has anyone tried smallpox as a sideboard option? I have a few bogles players in my LGS as well as scapeshift and I was wondering if the card is any good in those matchups. It's kind of a land destruction + edict effect which dodges leyline and also doesn't affect YP on the battlefield.
They tend to go 1 creature extra (either playing out a 2nd bogle, getting a 1/1 from Cartouche or fetching dryad arbor) to play around edict effects. If you really want to get em good, play Crackling Doom -
2
Exatraz posted a message on [Primer] Mardu (Dega/BWR) MidrangePosted in: Modern Archives - ProvenQuote from Froop91 »How do you guys beat RG eldrazi? TKS, Smasher and BBelf are so much value
I beat it twice in Phoenix. Part of it is due to it being a midrange deck and my list was already tinkered to hedge slightly harder for those matchups (with BBE as additional clock/threat and value engine). The main thing I can say about that matchup is throw a million tokens under the bus repeatedly. They only have 4 bolts with which to kill Peezy. I sideboard like so (out: 3x Inquisition of Kozilek, 2x Collective Brutality. In: 3x Molten Rain, 2x Surgical Extraction). Molten Rain is mainly in there for reach and because there are not enough other good cards to bring in. Especially on the play though, disrupting their mana can really set them back. This is the only fair matchup where I bring in Surgicals. You really really really want to hit their Reality Smashers.
Be careful of Obligators taking things like Reveler and Hazoret but you aren't very worried about the obligator itself. Survive the early turns and then just gum up the ground with as many tokens as possible. Hazoret is insane in this matchup because it clocks them, blocks Smashers at worst, gives you reach and is impossible for them to get off the board. Pyromancers tend to multiply once the first one goes unanswered and then you start trading Bolts/souls/kommands for TKS and Reality Smashers. -
1
TomCourtenay posted a message on UW ControlPosted in: ControlQuote from Gen0syde86 »Well, fist of all, I would remove all the Seachrome Coast. Typically that card is not as good in a control style deck. I would look to add a Celestial Colonnade and a Mystic Gate in those spots. Secondly, I would remove the Dragonlord Ojutai and add the Jace. However, if you feel that strongly about the Dragonloard, I would not add the Jace, and I would change that Mystic Gate spot to a Minamo, School at Water's Edge
I just think that with the Colonnades already entering tapped, you don't want to have more ETB tapped lands than you need. Just my thoughts though
Thanks for the answer ! I've shopped around to get an extra Celestial Colonnade as well as Jace the Mind Sculptor. I'll be running 3 Colonnade and 1 Jace, cutting Dragondlord and the 2 Seachrome! -
1
Ustamakat posted a message on [Primer] Mardu (Dega/BWR) MidrangeAgreed, it's a horrible topdeck if it isn't in your opener and even if you loot it away it does nothing to benefit Reveler.Posted in: Modern Archives - Proven -
1
jayjayhooks posted a message on UW ControlI think Oust is perfectly serviceable, and I think it has been relatively underplayed. I agree, I think it is great against creatures like Bob and mana dorks; the only issue I have with it is that most people don't tend to play it as more than a 2-of, so the chances of seeing it early in the game when it is very effective is far less than that of seeing Path to Exile, which is obviously a pretty lame duck against Bob and dorks. Going late, I think Condemn out shines oust.Posted in: Control
I also think it's important to think about the types of decks that run mana creatures and Bob (ie that Oust is good against), and the types of decks that run haste threats(ie where condemn is good) and see how many of our bad matches fall into each category. I would be willing to bet that we are generally better against the Bob and Dork category, but that is just an intuition, I haven't actually made that list. Perhaps I will once I get through the rest of this semester. -
1
jayjayhooks posted a message on UW ControlPosted in: ControlQuote from AAJ »
UW control is a great deck, but it either
a) taps out for jace and is subject to lightning bolt or threats, or
b) doesn't tap out and threats are discarded.
Against black decks, Thoughtseize can also function as Overmaster, making it useless to hold up countermagic. UW is currently stuck between tapping out and playing draw-go. Its threat density is low and it's not proactive enough. The answer is a splash of either black or red. Here is my take on UW control with a red splash:
In my experience, these are traditionally the reasons for playing UW over Jeskai or Esper, not against. Obviously this changes a little with the introduction of Jace to the deck, and I think a lot of your points about not wanting too many copies of the hard-to-protect planeswalker are valid. However, Jace isn't as vulnerable to burn spells as many of us, myself included, had originally anticipated. I feel advantaged as UW against every Jeskai and Grixis Jace deck I have encountered so far. Both Bolt and Thoughtseize do so little against us so long as we don't center our gameplan around Jace alone, which is why I think 1-2 copies of Jace is the correct spot to be.
Thoughtseize can act to clear out countermagic, but we are a deck full of answers looking to 1-for-1 anyways, and we end up ahead on tempo in this exchange. Some of the most prolific players of UW are on record for saying that Thoughtseize decks are THE reason to play UW. I'm not firmly in that camp, but I do lean that way. I feel advantaged nearly every time Thoughtseize is cast against me. If I were to run an Esper variant of UW, Thoughtseize would be very low on my list of reasons to play black, in fact I have a version of Esper and UB that I run online and niether of them feature a single copy of thoughtseize nor Inquisition; they get you behind on tempo and do not effect the board state. If an opponent wants to wait until turn 5-6 to thoughtseize us + try to land a threat, we are happy to let it resolve because we've already constricted their manabase and begun accumulating small advantages while they've done nothing.
Lightning Bolt (and fatal push) on the other hand, does shore up some of UWs issues, namely not having access to enough cheap removal. The fact that Bolt can be redirected to face against noncreature decks is obviously very powerful since it's never a dead card; versatility is a virtue. However, it really is not conducive to what UW is trying to do. Nearly all of our cards are aimed at providing velocity to the deck. Every card is designed to constrict our opponents options (or provide consistency to that plan) and Bolt just doesn't do that. Any player worth their salt isn't going to let you kill their planeswalker with a Bolt, that's a pipedream. I've now played enough with Jace in my deck to realize that Bolt is still very much a dead card against us. Lightning Bolt can be part of a plan that constricts the opponents options, but you need to dedicate many more than 4 slots to that plan. UW just doesn't have the damage output to make Bolt-Snap-Bolt a restricting play. You probably need something like 8 Burn spells to make that realistic.
This brings me around to some of the posts after yours, addressing Oust. I think Oust is a reasonable card, even without the cute field of ruin interaction. It seems likely to me that UW will need to adopt at least a pair of additional removal spells (perhaps at the cost of reducing to 2 sweepers main) but I haven't got a good sense of which removal spells they should be. This is why people are looking to Bolt and Push, and that makes sense. But I don't think the efficiency of Push nor the flexibility of Bolt are worth changing the mana base for. People have suggested dismember, Oust, Condem, Journey to Nowhere and the new Seal Away. I was particularly high on Oust before the unbannings but I think the meta is shifting towards haste threats, and not just because BBE is everywhere, but because people are afraid of planewalkers. For that reason, I imagine that the additional removal spells will have to play at instant speed.
-
1
FlyingDelver posted a message on AbzanPosted in: MidrangeQuote from devtin »It is not worth altering your sideboard against these tough matchups so much. It compromises you against the field.
Of course if your store Meta is all big mana then go ahead
If your store is all big mana Abzan is not the correct deck to run honestly. -
2
layf posted a message on [Primer] Mardu (Dega/BWR) MidrangePlayed a 30 man local tournament today, went 4-0-1, splitted in finals against another Mardu pyro.Posted in: Modern Archives - Proven
Played against Jund, Storm, Grixis Shadow and Eldrazi & Taxes.
I was running this list (no blood moons, no manamorphose):
Loving this setup. - To post a comment, please login or register a new account.
1
4 Wall of Omens
4 Blade Splicer
1 Vendilion Clique
4 Restoration Angel
1 Teferi, Mage of Zhalfir
Planeswalkers:
2 Jace, the Mind Sculptor
Enchantments:
3 Spreading Seas
1 Detention Sphere
Instant/Sorcery:
2 Blessed Alliance
4 Path to Exile
3 Cryptic command
2 Logic Knot
2 Spell Snare
2 Negate
4 Flooded Strand
2 Hallowed Fountain
4 Island
2 Plains
1 Moorland Haunt
4 Field of Ruin
1 Ghost Quarter
1 Mystic Gate
4 Celestial Colonnade
1 Calciform Pools
1 Glacial Fortress
2 Dispel
2 Ceremonious Rejecton
1 Ethersworn Cannonist
1 Disenchant
2 Rest In Peace
1 Stony Silence
2 Runed Halo
2 Settle the Wreckage
1 Disdainful Stroke
1 Crucible of Worlds
I'm not super excited about the Sideboard right now. I would like to make some changes to it but I'm not exactly sure what I would change yet. I'm also not thrilled with the counter suite either but I'm not sure what I'd change to. I'd have to do a little more thinking on the deck as a whole. So far this list has been running super well for me.
I tried Azor, the Lawbringer in the deck but that felt like a "Win More" kind of card and didn't really help anywhere in particular. He was cool against Temur Scapeshift but not all that great. I am Interested in exploring that slot with Teferi, Mage of Zhalfir spot though. Previously that was Gideon Jura. I've also considered Batterskull, Baneslayer Angel, Vendilion Clique #2, and some other nonsense like Entreat the Angels.
1
4 Wall of Omens
4 Blade Splicer
1 Vendilion Clique
4 Restoration Angel
Planeswalkers:
2 Jace, The Mind Sculptor
1 Gideon Jura
Enchantments:
1 Detention Sphere
3 Spreading Seas
Instant/ Sorcery:
3 Cryptic Command
4 Path to exile
2 Negate
1 Logic Knot
1 Remand
2 Spell Snare
4 Flooded Strand
2 Hallowed Fountain
4 Island
2 Plains
1 Moorland Haunt
4 Field of Ruin
1 Ghost Quarter
4 Celestial Colonnade
1 Calciform Pools
1 Glacial Fortress
1 Stony Silence
2 Rest in Peace
2 Runed Halo
2 Dispel
1 Celestial Purge
1 Disenchant
2 Settle the Wreckage
1 Ethersworn Canonist
2 Ceremonious Rejection
1 Spreading Seas
This deck has performed pretty well for me recently. I have been able to beat decks like Hollow One, Tron, Dredge, Blue Moon, Jund, Saheeli Combo vale, Storm, Grishoalbrand, and many others. most of these wins came pretty easily too. This deck operates pretty smoothly. It's a little clunky in the 3-4 mana spot but as long as you sequence everything correctly, the deck is great. This deck can control a board state for a long period of time and then it closes the game out in about 1-3 turns. It seemingly take your opponent from 20-dead in a matter of a turn or two once you're ready to pull the trigger.
1
1
Chandra is sweet but I don't think she's good enough. Just my preference though. Chandra probably helps out a lot more in the GW company match ups but I still think Last Hope is where you wanna be in those anyways instead of LotV or Chandra.
1
With all of that said though, My deck is really designed to beast up midrange strategies like Jund and Abzan. So my deck is just sort of a meta call more than anything. Plus like I stated above, this is one of my all time favorite decks and any chance I get to play it and it be good, I'll take it.
1
1
While I do not 100% agree with this statement, I like your deck. UW control just needs to adapt. Recently, instead of playing a more "control" style of deck, I have been playing UW midrange and have been having great success with it. Here is my current list:
4 Wall of Omens
4 Blade Splicer
1 Vendilion Clique
4 Restoration Angel
Planeswalkers:
2 Jace, the Mind Sculptor
1 Gideon Jura
Enchantments:
1 Detention Sphere
3 Spreading Seas
Instant/Sorcery:
2 Oust
4 Path to Exile
3 Cryptic Command
2 Negate
2 Spell Snare
2 Remand
4 Flooded Strand
2 Hallowed Fountain
4 Island
2 Plains
1 Moorland Haunt
4 Field of Ruin
1 Ghost Quarter
1 Mystic Gate
4 Celestial Colonnade
1 Calciform Pools
1 Glacial Fortress
2 Stony Silence
1 Rest In Peace
2 Runed Halo
2 Dispel
1 Celestial Purge
1 Disenchant
2 Settle the Wreckage
1 Ethersworn Canonist
2 Ceremonious Rejection
1 Disdainful Stroke
This has always been my style of deck but the meta sort of pushed it away in the past. Now that Jund is good again, this deck feels like it's safe to play for the time being. I am having fun and a decent success rate with it.
1
1
It is hands down, the worst card in the deck. I had already considered cutting all of them but because it can randomly snipe me 1/20 games, I left it in the main as a 1 of. Moving forward, it won't be in my main any longer.
1