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Decks (Magic The Gathering) => Modern => Topic started by: Agrus Kos, Enforcer of Truth on October 10, 2014, 10:46:36 PM

Title: UWR Control
Post by: Agrus Kos, Enforcer of Truth on October 10, 2014, 10:46:36 PM
So my LGS is finally doing tournaments. This is what I have put together, suggestions welcome (especially from Taysby, a friend of mine plays GR Tron and I want to crush him)

Lands:
4x {Flooded Strand}
2x {Scalding Tarn}
2x {Steam Vents}
2x {Hallowed Fountain}
1x {Sacred Foundry}
3x {Sulfur Falls}
3x {Island}
1x {Plains}
1x {Mountain}
4x {Celestial Colonnade}
3x {Tectonic Edge}

Creatures
4x {Snapcaster Mage}

Spells
1x {Sphinx's Revelation}
4x {Cryptic Command}
2x {Dig Through Time}
3x {Lightning Bolt}
4x {Electolyze}
3x {Remand}
4x {Lightning Helix}
3x {Path to Exile}
3x {Mana Leak}
2x {Spell Snare}
1x {Supreme Verdict}
1x {Wrath of God}

Sideboard
2x {Celestial Purge}
1x {Hallowed Burial}
2x {Porphyry Nodes}
2x {Stony Silence}
1x {Counterflux}
2x {Sowing Salt}
2x {Vandalblast}
1x {Wear // Tear}
2x {Relic of Progenitus}
Title: Re: UWR Control
Post by: lotrwk on October 11, 2014, 02:50:40 PM
What does {hallowed burial} come in against and how useful is it? Wouldn't something like {combust} be better?
Title: Re: UWR Control
Post by: Agrus Kos, Enforcer of Truth on October 11, 2014, 03:51:04 PM
Quote from: lotrwk on October 11, 2014, 02:50:40 PM
What does {hallowed burial} come in against and how useful is it? Wouldn't something like {combust} be better?
{Hallowed Burial} comes in against Pod decks and is quite useful, especially because a lot of their creatures are so resilient. It's essentially a board wipe that hits indestructibles, things regenerators, and persist creatures.
Title: Re: UWR Control
Post by: Falcon182 on October 14, 2014, 01:05:47 PM
Quote from: Agrus Kos, Enforcer of Truth on October 11, 2014, 03:51:04 PM
Quote from: lotrwk on October 11, 2014, 02:50:40 PM
What does {hallowed burial} come in against and how useful is it? Wouldn't something like {combust} be better?
{Hallowed Burial} comes in against Pod decks and is quite useful, especially because a lot of their creatures are so resilient. It's essentially a board wipe that hits indestructibles, things regenerators, and persist creatures.

Wouldn't  {Terminus} be better?
Title: Re: UWR Control
Post by: yugornot on October 14, 2014, 01:57:28 PM
Hey, I saw you were considering taking out a Spell Snare for a Remand. I think that is best main board, but I would try to fit that Spell Snare into the sideboard. It really comes in handy it a lot of cases. I used to play American control quite a bit, I found the happy number of Spell Snares for me was one in the main and one in the board.
Title: Re: UWR Control
Post by: DrainCleaner on October 14, 2014, 03:22:11 PM
Quote from: yugornot on October 14, 2014, 01:57:28 PM
Hey, I saw you were considering taking out a Spell Snare for a Remand. I think that is best main board, but I would try to fit that Spell Snare into the sideboard. It really comes in handy it a lot of cases. I used to play American control quite a bit, I found the happy number of Spell Snares for me was one in the main and one in the board.

I agree. I used to play uwr control and i always hated having spell snares in hand.
Title: Re: UWR Control
Post by: Agrus Kos, Enforcer of Truth on October 14, 2014, 03:44:51 PM
Quote from: DrainCleaner on October 14, 2014, 03:22:11 PM
Quote from: yugornot on October 14, 2014, 01:57:28 PM
Hey, I saw you were considering taking out a Spell Snare for a Remand. I think that is best main board, but I would try to fit that Spell Snare into the sideboard. It really comes in handy it a lot of cases. I used to play American control quite a bit, I found the happy number of Spell Snares for me was one in the main and one in the board.

I agree. I used to play uwr control and i always hated having spell snares in hand.
Thanks to both of you for the advice.
Title: Re: UWR Control
Post by: Agrus Kos, Enforcer of Truth on October 14, 2014, 03:47:01 PM
Quote from: Falcon182 on October 14, 2014, 01:05:47 PM
Quote from: Agrus Kos, Enforcer of Truth on October 11, 2014, 03:51:04 PM
Quote from: lotrwk on October 11, 2014, 02:50:40 PM
What does {hallowed burial} come in against and how useful is it? Wouldn't something like {combust} be better?
{Hallowed Burial} comes in against Pod decks and is quite useful, especially because a lot of their creatures are so resilient. It's essentially a board wipe that hits indestructibles, things regenerators, and persist creatures.

Wouldn't  {Terminus} be better?
IDK, I'd be willing to test it, but I think being 1 CMC lower always is better than sometimes being a one-drop. If there were better library manipulation (such as in legacy), I'd definetly agree, but in modern I don't know.
Title: Re: UWR Control
Post by: yugornot on October 14, 2014, 09:53:23 PM
Quote from: Agrus Kos, Enforcer of Truth on October 14, 2014, 03:44:51 PM
Quote from: DrainCleaner on October 14, 2014, 03:22:11 PM
Quote from: yugornot on October 14, 2014, 01:57:28 PM
Hey, I saw you were considering taking out a Spell Snare for a Remand. I think that is best main board, but I would try to fit that Spell Snare into the sideboard. It really comes in handy it a lot of cases. I used to play American control quite a bit, I found the happy number of Spell Snares for me was one in the main and one in the board.

I agree. I used to play uwr control and i always hated having spell snares in hand.
Thanks to both of you for the advice.

No problem man. When I played American control it was loads of fun, just trying to pass it on. I also liked having 4 of both Lighting Helix and Path to Exile. But that was because I was in a super aggro heavy meta.
Title: Re: UWR Control
Post by: Agrus Kos, Enforcer of Truth on October 14, 2014, 09:56:45 PM
Quote from: yugornot on October 14, 2014, 09:53:23 PM
Quote from: Agrus Kos, Enforcer of Truth on October 14, 2014, 03:44:51 PM
Quote from: DrainCleaner on October 14, 2014, 03:22:11 PM
Quote from: yugornot on October 14, 2014, 01:57:28 PM
Hey, I saw you were considering taking out a Spell Snare for a Remand. I think that is best main board, but I would try to fit that Spell Snare into the sideboard. It really comes in handy it a lot of cases. I used to play American control quite a bit, I found the happy number of Spell Snares for me was one in the main and one in the board.

I agree. I used to play uwr control and i always hated having spell snares in hand.
Thanks to both of you for the advice.

No problem man. When I played American control it was loads of fun, just trying to pass it on. I also liked having 4 of both Lighting Helix and Path to Exile. But that was because I was in a super aggro heavy meta.
I have been debating taking out a Bolt for a Helix, simply because mana constraints aside, it is better. What would you recommend taking out for a 4th Path? Also, what do you recommend taking out to move the 2nd Snare to the SB?
Title: Re: UWR Control
Post by: yugornot on October 14, 2014, 10:10:54 PM
Quote from: Agrus Kos, Enforcer of Truth on October 14, 2014, 09:56:45 PM
Quote from: yugornot on October 14, 2014, 09:53:23 PM
Quote from: Agrus Kos, Enforcer of Truth on October 14, 2014, 03:44:51 PM
Quote from: DrainCleaner on October 14, 2014, 03:22:11 PM
Quote from: yugornot on October 14, 2014, 01:57:28 PM
Hey, I saw you were considering taking out a Spell Snare for a Remand. I think that is best main board, but I would try to fit that Spell Snare into the sideboard. It really comes in handy it a lot of cases. I used to play American control quite a bit, I found the happy number of Spell Snares for me was one in the main and one in the board.

I agree. I used to play uwr control and i always hated having spell snares in hand.
Thanks to both of you for the advice.

No problem man. When I played American control it was loads of fun, just trying to pass it on. I also liked having 4 of both {Lighting Helix} and {Path to Exile}. But that was because I was in a super aggro heavy meta.
I have been debating taking out a Bolt for a Helix, simply because mana constraints aside, it is better. What would you recommend taking out for a 4th Path? Also, what do you recommend taking out to move the 2nd Snare to the SB?
It really is a meta call. That's the beautiful thing about a deck like this. You fine tune it to fall perfectly in line with your meta. That being said, if you're going up to 3 {Remand} and taking out a {Spell Snare} then you can most likely safely drop one {Mana Leak}. That'll leave you room for either a {Path to Exile} or a {Lightning Helix}, whichever you prefer. How are 27 lands working out for you? Is it a bit much sometimes or does it work out? Also if someone could tell me how to link to cards I'd appreciate it.
Title: Re: UWR Control
Post by: cltrn81 on October 14, 2014, 10:12:58 PM
Quote this post and you'll see how to {link} cards
Title: Re: UWR Control
Post by: yugornot on October 14, 2014, 10:15:50 PM
Quote from: cltrn81 on October 14, 2014, 10:12:58 PM
Quote this post and you'll see how to {link} cards
Awesome, thanks!
Title: Re: UWR Control
Post by: cltrn81 on October 14, 2014, 10:18:13 PM
Quote from: yugornot on October 14, 2014, 10:15:50 PM
Quote from: cltrn81 on October 14, 2014, 10:12:58 PM
Quote this post and you'll see how to {link} cards
Awesome, thanks!
If people do not +1 this guy for boss status on the day of registering .... then your doing it wrong ;)
Title: Re: UWR Control
Post by: Agrus Kos, Enforcer of Truth on October 14, 2014, 10:20:08 PM
Quote from: yugornot on October 14, 2014, 10:10:54 PM
Quote from: Agrus Kos, Enforcer of Truth on October 14, 2014, 09:56:45 PM
Quote from: yugornot on October 14, 2014, 09:53:23 PM
Quote from: Agrus Kos, Enforcer of Truth on October 14, 2014, 03:44:51 PM
Quote from: DrainCleaner on October 14, 2014, 03:22:11 PM
Quote from: yugornot on October 14, 2014, 01:57:28 PM
Hey, I saw you were considering taking out a Spell Snare for a Remand. I think that is best main board, but I would try to fit that Spell Snare into the sideboard. It really comes in handy it a lot of cases. I used to play American control quite a bit, I found the happy number of Spell Snares for me was one in the main and one in the board.

I agree. I used to play uwr control and i always hated having spell snares in hand.
Thanks to both of you for the advice.

No problem man. When I played American control it was loads of fun, just trying to pass it on. I also liked having 4 of both {Lighting Helix} and {Path to Exile}. But that was because I was in a super aggro heavy meta.
I have been debating taking out a Bolt for a Helix, simply because mana constraints aside, it is better. What would you recommend taking out for a 4th Path? Also, what do you recommend taking out to move the 2nd Snare to the SB?
It really is a meta call. That's the beautiful thing about a deck like this. You fine tune it to fall perfectly in line with your meta. That being said, if you're going up to 3 {Remand} and taking out a {Spell Snare} then you can most likely safely drop one {Mana Leak}. That'll leave you room for either a {Path to Exile} or a {Lightning Helix}, whichever you prefer. How are 27 lands working out for you? Is it a bit much sometimes or does it work out?
I'm a huge, "draw, go, I do everything on your end step," kind of guy, so 27 lands is quite a bit, but it works out quite well. I will most likely cut a land for a Helix though. I'll do some testing over the next few days and report back, thank you guys so much for all the feedback.
Title: Re: UWR Control
Post by: yugornot on October 14, 2014, 10:28:50 PM
Quote from: Agrus Kos, Enforcer of Truth on October 14, 2014, 10:20:08 PM
Quote from: yugornot on October 14, 2014, 10:10:54 PM
Quote from: Agrus Kos, Enforcer of Truth on October 14, 2014, 09:56:45 PM
Quote from: yugornot on October 14, 2014, 09:53:23 PM
Quote from: Agrus Kos, Enforcer of Truth on October 14, 2014, 03:44:51 PM
Quote from: DrainCleaner on October 14, 2014, 03:22:11 PM
Quote from: yugornot on October 14, 2014, 01:57:28 PM
Hey, I saw you were considering taking out a Spell Snare for a Remand. I think that is best main board, but I would try to fit that Spell Snare into the sideboard. It really comes in handy it a lot of cases. I used to play American control quite a bit, I found the happy number of Spell Snares for me was one in the main and one in the board.

I agree. I used to play uwr control and i always hated having spell snares in hand.
Thanks to both of you for the advice.

No problem man. When I played American control it was loads of fun, just trying to pass it on. I also liked having 4 of both {Lighting Helix} and {Path to Exile}. But that was because I was in a super aggro heavy meta.
I have been debating taking out a Bolt for a Helix, simply because mana constraints aside, it is better. What would you recommend taking out for a 4th Path? Also, what do you recommend taking out to move the 2nd Snare to the SB?
It really is a meta call. That's the beautiful thing about a deck like this. You fine tune it to fall perfectly in line with your meta. That being said, if you're going up to 3 {Remand} and taking out a {Spell Snare} then you can most likely safely drop one {Mana Leak}. That'll leave you room for either a {Path to Exile} or a {Lightning Helix}, whichever you prefer. How are 27 lands working out for you? Is it a bit much sometimes or does it work out?
I'm a huge, "draw, go, I do everything on your end step," kind of guy, so 27 lands is quite a bit, but it works out quite well. I will most likely cut a land for a Helix though. I'll do some testing over the next few days and report back, thank you guys so much for all the feedback.

Sure thing man, that's what we're here for. The "Draw, go" strategy is the one I used. Everything but my {Geist of Saint Traft} was an instant or had flash. And even then I ended up ditching my Geists and went with the completely flash version. I like this deck a lot and the build you have looks really solid. I do agree with cutting one land for a helix but again, the build depends entirely on what you're playing against. The best way to figure out what you need is to test out different modifications and adjust as you see fit. Again though, I like this build a lot.
Title: Re: UWR Control
Post by: yugornot on October 14, 2014, 10:30:45 PM
Quote from: cltrn81 on October 14, 2014, 10:18:13 PM
Quote from: yugornot on October 14, 2014, 10:15:50 PM
Quote from: cltrn81 on October 14, 2014, 10:12:58 PM
Quote this post and you'll see how to {link} cards
Awesome, thanks!
If people do not +1 this guy for boss status on the day of registering .... then your doing it wrong ;)

Well I tried to like your post to give you karma but I don't have 100 posts yet. So consider it a pre- +1.
Title: Re: UWR Control
Post by: Agrus Kos, Enforcer of Truth on October 28, 2014, 10:24:16 PM
Updated my list:
-2x {Vendilion Clique}
-1x {Sphinx's Revelation}

+1 {Wrath of God}
+2 {Dig Through Time}

Considering cutting one land and/or 1 {Remand} for 1 {Dig Through Time} and/or {Mana Leak}

Should I be playing {Keranos, God of Storms}, {Wurmcoil Engine} or {Batterskull} in the MB or SB?
Title: Re: UWR Control
Post by: Joshnoodles on October 29, 2014, 02:22:09 AM
Quote from: Agrus Kos, Enforcer of Truth on October 28, 2014, 10:24:16 PM
Updated my list:
-2x {Vendilion Clique}
-1x {Sphinx's Revelation}

+1 {Wrath of God}
+2 {Dig Through Time}


Considering cutting one land and/or 1 {Remand} for 1 {Dig Through Time} and/or {Mana Leak}

Should I be playing {Keranos, God of Storms}, {Wurmcoil Engine} or {Batterskull} in the MB or SB?
I think wurmcoil is great sideboard versus some decks like odd control decks and the big stomps decks cause it a resilient creature that has a lot of text on it.
Title: Re: UWR Control
Post by: Ekann1 on October 29, 2014, 07:06:03 AM
{Norin the wary} is resilient and has lots of text ;)
Title: Re: UWR Control
Post by: Mattao19 on October 29, 2014, 08:20:17 AM
Depends on the meta often players run Batterskull or Keranos bc wurmcoil is weak to Path
Title: Re: UWR Control
Post by: Hunteroffire9 on November 06, 2014, 10:38:09 PM
Quote from: Agrus Kos, Enforcer of Truth on October 14, 2014, 10:20:08 PM
Quote from: yugornot on October 14, 2014, 10:10:54 PM
Quote from: Agrus Kos, Enforcer of Truth on October 14, 2014, 09:56:45 PM
Quote from: yugornot on October 14, 2014, 09:53:23 PM
Quote from: Agrus Kos, Enforcer of Truth on October 14, 2014, 03:44:51 PM
Quote from: DrainCleaner on October 14, 2014, 03:22:11 PM
Quote from: yugornot on October 14, 2014, 01:57:28 PM
Hey, I saw you were considering taking out a Spell Snare for a Remand. I think that is best main board, but I would try to fit that Spell Snare into the sideboard. It really comes in handy it a lot of cases. I used to play American control quite a bit, I found the happy number of Spell Snares for me was one in the main and one in the board.

I agree. I used to play uwr control and i always hated having spell snares in hand.
Thanks to both of you for the advice.

No problem man. When I played American control it was loads of fun, just trying to pass it on. I also liked having 4 of both {Lighting Helix} and {Path to Exile}. But that was because I was in a super aggro heavy meta.
I have been debating taking out a Bolt for a Helix, simply because mana constraints aside, it is better. What would you recommend taking out for a 4th Path? Also, what do you recommend taking out to move the 2nd Snare to the SB?
It really is a meta call. That's the beautiful thing about a deck like this. You fine tune it to fall perfectly in line with your meta. That being said, if you're going up to 3 {Remand} and taking out a {Spell Snare} then you can most likely safely drop one {Mana Leak}. That'll leave you room for either a {Path to Exile} or a {Lightning Helix}, whichever you prefer. How are 27 lands working out for you? Is it a bit much sometimes or does it work out?
I'm a huge, "draw, go, I do everything on your end step," kind of guy, so 27 lands is quite a bit, but it works out quite well. I will most likely cut a land for a Helix though. I'll do some testing over the next few days and report back, thank you guys so much for all the feedback.
If you like draw go, go resto. and great with the 4x snap.