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Decks (Magic The Gathering) => Modern => Topic started by: Lyriczulu on December 23, 2013, 10:40:29 PM

Title: UWR Draw-Go Control
Post by: Lyriczulu on December 23, 2013, 10:40:29 PM

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?
Title: Re: UWR Draw-Go Control
Post by: Lyriczulu on December 23, 2013, 11:12:12 PM
I agree, however I like playing control and this is the strongest type of deck in the format for it (In my opinion). I'll keep the {Remand} in mind but for now it's a bit out of my range, plus I'm not sure it really fulfills the same needs as a hard counter. You can play {Spell Snare} a turn earlier, and in the early game the tempo advantage from {Remand} doesn't really do anything for this deck I think.
Title: Re: UWR Draw-Go Control
Post by: DeathlyFoiend on December 24, 2013, 04:28:19 PM
I would actually change into the Midrange Version because the creatures actually increase most games into your advantage and provides a decent clock against most of the problematic situations. Pod is going to be the worse match up, but the best play is to get rid of their Gavony and Sac outlets. Celestial is going to be game winning here and burn is a great set stone for the deck.

The deck is actually a very strong deck in the format, but the deck does have problems. It can't deal with most Trolls. Literally, "Thrun the Last Troll." is the best thing that any deck can run against Control, no matter what type of control. Really, dealing with things is going to be a controller's best tool anyways. Knowing what to get rid off. I would also always go with 4 Cryptic Commands because it is the control card of the format. And I wouldn't suggest Remand since it doesn't make the problems go away. It is good in Tempo because they have a beat down plan and do "draw-go". That is why Control doesn't use it as much. Maybe in the Midrange Version, it might actually be very useful though.
Title: Re: UWR Draw-Go Control
Post by: Lyriczulu on December 24, 2013, 05:00:19 PM
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.
Title: Re: UWR Draw-Go Control
Post by: DeathlyFoiend on December 24, 2013, 06:25:19 PM
Quote from: Lyriczulu on December 24, 2013, 05:00:19 PM
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.
It 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.