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  • posted a message on [Primer] UR Storm
    This guy won a tournament using the list in the link below. What's interesting is he is using 4 Take Inventory and 2 Lightning Bolts in the mainboard. No Pieces of the Puzzle in the sideboard.

    I can imagine he can have a Gifts pile with 1 Take Inventory to load his graveyard with more copies. Also can get more cards when he plays Past in Flames with multiple Take Inventory in the graveyard.

    What do you guys think? Is this being too cute or we may have found a new tech card in Storm?
    Posted in: Combo
  • posted a message on [Primer] UR Storm
    Quote from Algernone25 »
    How about using a one-off Mana Seism? This will help if there are no medallion bears in play and you need additional mana. You can Gifts the following cards:

    Desperate Ritual
    Pyretic Ritual
    Mana Seism


    Desperate Ritual
    Pyretic Ritual
    Mana Seism
    Noxious Revival

    Two things that come to mind. First, Mana seism only makes colorless mana, which we're limited in how we can really use it. Second, that's a really all-in play, and if our opponent has any interaction it kind of leaves us dead.

    Quote from kodieyost »
    Witch bane orb from valakut is actually starting to be the move, helps Against Lantern, Burn, and Storm (3 rough MUs)

    I'm a little confused. Are you saying we should play Witchbane Orb? Or that Valakut is starting to play it as a counter to storm? It could be interesting, but I'm honestly not sure it'll help as much as you make it sound - especially against burn.

    1. You have Manamorphose to transform that colorless mana. Colorless mana still helps in flashing back that Past in the Flames in the graveyard and also powering out Gifts Ungiven.

    2. Of course you don't go all-in if you think an opponent has an answer.

    Posted in: Combo
  • posted a message on [Primer] UR Storm
    How about using a one-off Mana Seism? This will help if there are no medallion bears in play and you need additional mana. You can Gifts the following cards:

    Desperate Ritual
    Pyretic Ritual
    Mana Seism


    Desperate Ritual
    Pyretic Ritual
    Mana Seism
    Noxious Revival
    Posted in: Combo
  • posted a message on Grixis Delver
    I'm using 2 main Surgical Extraction main board replacing the two Gitaxian Probe. I can say that they are working beautifully. Smile

    When using the Surgical Extraction in the main board you can do the following:
    1. Look at opponent's hand and library for information.
    2. Disrupt opponent's strategies by removing all the copies of a key card from the game. Very effective if you're facing one trick pony decks. Also works well with Thoughtscour if you managed to mill a relevant card from opponent's graveyard.
    3. You can immediately create a token from Young Pyromancer.
    4. You can even remove fetchlands which can also disrupt opponent's manabase.

    In line with have Surgical Extractions in the mainboard (2) and sideboard (2), I am using the following cards:
    1. Mana Leak/Negate - You need to have the card be put into the graveyard in order to target it with Surgical Extraction.
    2. Tectonic Edge/Ghost Quarter/Stone Rain - To deal with pesky non-basics and removing it from the game with Surgical

    Try it and you will be surprised. :-D
    Posted in: Modern Archives - Established
  • posted a message on U/B(x) Control
    Hi guys! I need your help. I'm going to participate at an incoming Grand Prix this coming Saturday.

    Would like to check with you all which of the two decks below would best be used in a GP event. And if there should be adjustments be made to the main board and sideboard

    Appreciate any advice you can give me. Thanks!

    DECK 1

    DECK 2

    Posted in: Standard Archives
  • posted a message on U/B(x) Control
    Quote from delfam »

    - I really don't think you need Murk Lurkers in the Ashiok verson as you mill a lot of their burn, plus you main 2 Drown.
    - I don't think Pearl Lakes is necessary main but in a PPTQ/IQ it might be so you don't draw as often
    - I would heavily consider 27 lands
    - I would also consider playing off-color scrylands instead of Flooded Strand

    Other than that it seems pretty good. I think I would want some discard mainboard, maybe SB the Strokes instead of the Thoughtseizes.

    Have some further questions:
    1. What do you take out in the current main board to fit the Pearl Lake Ancient?
    2. What do you take out in the current main board to fit the additional land? Also what land will you add to that slot?
    Posted in: Standard Archives
  • posted a message on [Primer] UR and RUG Twin (8/2012 - 2/2015)
    I'm trying a configuration of 3 Spreading Seas and 3 Tectonic Edge in the mainboard for UR Twin. Have ditched the 2 Izzet Charm and 1 Desolate Lighthouse in the mainboard.

    I'm loving it! Totally screws Jund, Tron, and UWR. Occassionally screws also mono colored decks especially if they have double to triple colored cc cards.

    I'll post my decklist when I have the time.
    Posted in: Modern Archives - Proven
  • posted a message on [Primer] UR and RUG Twin (8/2012 - 2/2015)
    Quote from chags
    Yea the twin player really screwed himself when he chose not to take thundermaw, if the choice was to leave thundermaw in hand then taking anything else and giving him an extra chance to draw a red source is also wrong so technically he screwed up twice in the same interaction.

    Personally I've played bloodmoon since starting tempo twin and I'm still a big fan of it. 2 damage is nice against jund and UWR (and even tron) but being able to shut uwr down from casting the vast majority of their spells has been much better for me. Uwr really can't function with a bloodmoon in play, I have yet to lose a game against them where I resolve it. While most jund players these days are well prepared for bloodmoon out of twin every once in a while you can catch someone off guard and again they seem to just lose. This past friday at fnm I had a jund opp slaughter games me game 2 when I had not boarded in blood moon. He won that game when I got stuck on mana and in game 3 I boarded out my relics and boarded in 2 bloodmoon, due to not seeing it game 2 he didn't play around it game 3 and I was able to completely shut him down when I resolved it on turn 4. I see the merits of molten rain and don't fault anyone for playing it but for me personally bloodmoon continues to perform well in the few matches I bring it in against and I will keep playing it until I see otherwise.

    Glad that I have found an ally in the Blood Moon argument. Seeing that the current tempo list already have 3 Izzet Charms we already have a much favorable advantage against Tron when they want to go Karn on us.

    While inspecting the top 8 decklist in Prague I noticed that the UWR Delver are packing 2 Pillar of Flame in the mainboard. I'm thinking why can't we add this to our list since it can permanently kill Voice of Resurgence and Kitchen Finks. Also it can go to the dome if needed. Maybe we can replace the Electrolyze or Anger of the Gods with this card? Just my thoughts.
    Posted in: Modern Archives - Proven
  • posted a message on [Primer] UR and RUG Twin (8/2012 - 2/2015)
    Just read the GP Prague report on

    If the Tempo Twin finalist had 3 Blood Moons instead of the Molten Rain, did you think the outcome of the match will be different against his Finals match with UWR Control?
    Posted in: Modern Archives - Proven
  • posted a message on [Primer] UR and RUG Twin (8/2012 - 2/2015)
    Quote from Danteh
    I'm gonna post what I think should be the next evolution of Splinter Twin. I'm quite experienced with the deck and played it ever sine that fateful day when Ofelia 4-0 a few Daily Events with a tempo version.

    I don't particulary like combo decks buy love any list with Snapcasters, plus I actually LOVE the tempo style while always threatening to win on the spot. Scares the opponents so much Wink

    It's obviously inspired by the recent GP winning list, but this one is incredibly more resilient (if you play smart) in the mirror, has a much stronger tempo play style, and is better against decks with lots of disruption and removal which usually give Twin trouble, like Jund or (now quite less) WUR.

    RUG has been done before, sure, but with this new disposition of creatures between the main and the SB I think we have game against anyone and anything:

    4 Pestermite
    2 Deceiver Exarch
    4 Snapcaster Mage
    4 Tarmogoyf

    4 Serum Visions
    2 Peek
    4 Lightning Bolt
    4 Remand
    4 Splinter Twin
    2 Cryptic Command
    1 Dispel
    1 Izzet Charm
    1 Commune with the Gods

    4 Scalding Tarn
    4 Misty Rainforest
    2 Steam Vents
    1 Breeding Pool
    1 Stomping Grounds
    3 Sulfur Falls
    2 Island
    1 Mountain
    1 Forest
    2 Tectonic Edge
    1 Desolate Lighthouse


    2 Grim Lavamancer
    2 Vendilion Clique
    2 Combust
    2 Molten Rain
    1 Dispel
    2 Ancient Grudge
    2 Spellskite
    2 Obstinate Baloth

    Obviously it's just a refinement of the deck and nothing too revolutionary, but the inmense power that the Goyf gives to the tempo strategy, plus the ability to defend while assembling the combo, while beating with a giant 4/5 while at the same time tapping the opponent with Pestermites and threatening the combo is usually just too much. Try it, really Grin

    Commune with the Gods is an awesome new tool too, since it helps you find the piece you want (including the SB creatures like Clique or Lavamancer), fills the yard for Snap and Goyf, and is Snapcasterable itself. I think 1 is enough though, because you lose tempo by casting it.

    In the sideboard, the Baloths are RIDICULOUS against Jund and Liliana decks, and can single handedly give you the ggs if discarded :nod::nod:
    Casting them against aggresive decks is very feasible too and a huge help, and I've even Splintered Twin a Baloth against a burn deck!! (yep, then it's quite difficult to lose :D)

    Looks promising! I'll take it a spin in cockatrice. Thumbs Up
    Posted in: Modern Archives - Proven
  • posted a message on [Primer] UR and RUG Twin (8/2012 - 2/2015)
    I'm thinking of inserting the 3rd Grim Lavamancer in the main board in Dargaud's winning GP deck. The reason is because I want to reliably see it in my opening hand. What card do you think we can cut in the maindeck? 1 Kiki-Jikki? 1 Dispel? 1 Cryptic Command? What do you guys think? Thanks!
    Posted in: Modern Archives - Proven
  • posted a message on [Primer] UR and RUG Twin (8/2012 - 2/2015)
    I'm testing this build out since I'm fond of the control-tempo build.

    Tempo Twin v1.0

    There are 2 paths to victory for this deck. First of all, is to use Pestermite and Breaching Hippocamp 2 and 3 power respectively to kill the opponents. .

    The other path to victory is to combo them out by protecting the combo using counterspells and Teferi.

    Still testing it and hopefully it will be successful. Smile
    Posted in: Modern Archives - Proven
  • posted a message on [Primer] UR and RUG Twin (8/2012 - 2/2015)
    Thanks for your comments. Please see below my comments.

    Quote from divisionbyzorro
    Halimar Depths: The interaction between Depths and the fetchlands is tempting, and it's certainly incredibly powerful. But I'm confused as to why you would put a tapped land into your deck when you say that your worst matchup is aggro. You've made changes that you think will give you an edge against fast clocks, but made a change to your mana base that hurts your ability to interact in the early turns.
    That's not to say that I dislike Halimar Depths; I think it's a powerful effect. I just don't think it does enough for you given what you said you put it in for.

    I'm not sure how 2 Halimar Depths will hamper interaction in the early turns unless I draw both of them in my opening hand. If anything Depths can give me is to be able to foresee 3 cards for answers to threats or a threat of my own.

    Also in the early turn, I have numerous answers to creatures costing 1 mana such as 3 Bolts, 2 Slash, and 2 Lavamancer.

    Quote from divisionbyzorro
    Grim Lavamancer: I'm not a huge fan of this maindeck. There are so many Deathrite Shamans running around that there's a really good chance he's just a blank. And even without that, there are far too many games where he just doesn't have any fuel and sits on the board doing nothing.

    I think Grim Lavamancer is a great way to combat Deathrite Shamans. DRS can only exile 1 card at a time while the Lavamancer’s ability to exile 2 cards to deal 2 damage to DRS cannot be responded to by DRS exile ability.
    In my testing, Lavamancer has more than enough fuel due to the number of fetchlands, cantrips, and also dead creatures landing in your graveyard.

    The Lavamancer can also serves multiple uses in this deck:
    • Removal magnet: Opponents would waste a removal on it instead of Pestermite/Deceiver Exarch since it can be a significant threat for their deck.
    • Additional damage: Can push additional damage to kill a big toughness creatures or ping directly opponent to chip life.
    • Additional creature: Can also chip opponents life total even if there is no fuel. Also can carry Batterskull if needed.

    Quote from divisionbyzorro
    Mana Leak: This is questionable at best in the side. Once you know what your opponent is doing, you can side in the appropriate countermagic. The sideboard is where your silver bullets should be, not conditional countermagic. Put in something like a Counterflux instead. .

    Reason why I put Mana Leak is because it can answer early threats which sometimes cannot be answered by Remand. Counterflux is 3 mana which is a big difference from 2 mana.

    Also, have tried Counterflux before in the sb. Most of the time I don’t use it since my meta here is more on the aggro side.

    Quote from divisionbyzorro
    Surgical Extraction: This is an
    interesting one. I think you're going to have a very difficult time putting anything relevant into your opponent's graveyard without having to have already fought and won a counter war. I'm not convinced it's good, but I could easily be wrong.

    Aside from removing key components such as combo pieces which found itself in the graveyard I can also remove spent counterspells, fetchlands, utility creatures, etc. Also I get to see opponent's hand in addition to removing key cards.
    Posted in: Modern Archives - Proven
  • posted a message on [Primer] UR and RUG Twin (8/2012 - 2/2015)
    Quote from Hammer-head
    Mana leak makes no sense in the sideboard. Either add another negate or something like deprive. As per diluting your deck with the tempo variant, why not go uwr then? Improves consistency of your tempo half and your combo half.

    I prefer Mana Leak because most of the time it is a hard counter. Negate is too narrow. Deprive sets you back 1 mana resource and requires double blue which can be problematic when you use Blood Moon in your sb.

    I don't want to go UWR. Going UWR will make Blood Moon almost unplayable. The 3 Blood Moons are almost a game win especially for greedy manabases.
    Posted in: Modern Archives - Proven
  • posted a message on [Primer] UR and RUG Twin (8/2012 - 2/2015)
    I'm going to test this build. It's actually loosely based on Dargaud's build but I have removed the Peek and Cryptic Command. In their place I added more threats such as Batterskull and Grim Lavamancer.

    The reason why I opted for this build is because I'm getting trashed by super aggresive decks like Affinity, RDW, etc in game 1. I cannot rely everytime to win games 2 and 3.

    I also added 2 Halimar Depths to able to compensate the loss of card draw from the Peek and Cryptic Command. The Depths and fetchlands will allow to smooth out my next draws.

    If you also noticed I added 2 Surgical Extraction on the sb to combat other combo decks. Surgical Extraction + Snapcaster is very powerful even with the lifeloss.

    Any inputs on the deck will be greatly be appreciated. Thanks.

    Posted in: Modern Archives - Proven
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