UWR Draw-Go Control 75 cards, 15 sideboard 3 {Scalding Tarn} 1 {Mountain} 1 {Glacial Fortress} 1 {Sacred Foundry} 2 {Steam Vents} 4 {Celestial Colonnade} 3 {Arid Mesa} 2 {Hallowed Fountain} 3 {Island} 3 {Tectonic Edge} 1 {Plains} 2 {Sulfur Falls} 26 lands 3 {Snapcaster Mage} 3 creatures 1 {Ajani Vengeant} 1 {Gideon Jura} 1 {Pyroclasm} 3 {Mana Leak} 4 {Electrolyze} 2 {Lightning Helix} 2 {Path to Exile} 4 {Cryptic Command} 4 {Lightning Bolt} 3 {Think Twice} 1 {Shadow of Doubt} 2 {Sphinx's Revelation} 3 {Spell Snare} 31 other spells Sideboard 2 {Wear // Tear} 2 {Sowing Salt} 1 {Spellskite} 1 {Pyroclasm} 1 {Negate} 2 {Hallowed Burial} 1 {Engineered Explosives} 1 {Crucible of Worlds} 2 {Counterflux} 2 {Celestial Purge} 15 sideboard cards Notes: I'd like to play this deck in modern, I've got many of the cards already and I think it can be competitive when played right. The sideboard is currently just general, not specific to a particular meta. Any suggestions? |
Quote from: Lyriczulu on December 24, 2013, 05:00:19 PMIt really isn't, but it is set up for the player with the understanding of the skills to use the deck. People don't seem to take into account the skill level of players, which is going to be a very important thing when determining the winner. Look at GP Antwerp finals for a visual definition of "Skill Level." Also, Dickmann is working on a UWR Version of Twin if you're interested in seeing what is being put into that. He can be found on mtgs.
Thanks for the suggestions, I'll look into the midrange version, it seemed pretty good but I just like control better. Unfortunately for me Modern isn't necessarily the best format for that archetype.