U/W/R Control

Modern* Antosa

SCORE: 8 | 124 COMMENTS | 1277 VIEWS


bijschjdbcd says... #1

Yeah I agree. Your lost looks like UWR Control with Giest of Saint Traft. I would run 3 Tectonic Edge.

November 18, 2014 4:38 p.m.

bijschjdbcd says... #2

Forked Bolt, Another card which should see play.

November 18, 2014 4:39 p.m.

GlistenerAgent says... #3

More regarding the landbase: The most common mistake I see UWR players making is playing less than 3 basic Islands. Blood Moon is a thing, and you want to be able to cast Cryptic Command under it.

How I would build your landbase (25 lands):

4 Flooded Strand, 4 Scalding Tarn

2 Steam Vents, 2 Hallowed Fountain, 1 Sacred Foundry

3 Island, 1 Plains, 1 Mountain

4 Celestial Colonnade, 2 Tectonic Edge, 1 Eiganjo Castle

If you like the cards, you can try to find room for Ghost Quarter and Sulfur Falls. I prefer Tec. Edge because it guarantees an actual mana advantage.

November 18, 2014 4:42 p.m.

bijschjdbcd says... #4

This is exactly my mana base except I run 3 Tectonic Edge and another fetch to help cast Dig.

November 18, 2014 4:46 p.m.

GlistenerAgent says... #5

@bijschjdbcd Out of interest, what do you cut for those lands? The Castle is probably good enough to be played alongside Geist of Saint Traft, which should really be a four-of in all UWR Geist decks.

November 18, 2014 5 p.m.

bijschjdbcd says... #6

I don't t run Giest :) Probably a bad idea in the current meta.

Have too much faith in UWR Control.Am running 26 land because I run 9 fetches to help with Dig Through Time.

November 18, 2014 5:09 p.m.

bijschjdbcd says... #7

And with Dig in the format I disagree with the playset of Geist, 2-3 seems Fine with 2-3 Dig Through Time.

November 18, 2014 5:12 p.m.

GlistenerAgent says... #8

Ah ok, I was under the assumption you were on the same archetype.

For Geist, I think the above landbase is close to correct, if not absolutely so. I will agree that Geist is a bad metagame choice given the plethora of creatures that can actually trade with it.

November 18, 2014 5:15 p.m.

bijschjdbcd says... #9

Also, I have seen you round Tapped Out a bunch. Im also a hich school student, Who also loves Modern for the same reason.

Are you still playing Infect?

November 18, 2014 5:19 p.m.

bijschjdbcd says... #10

High* Yeah, With cruise in the format Im currently testing UWR Control and UR Twin.

November 18, 2014 5:21 p.m.

Antosa says... #11

Honestly having 4 Scalding Tarn is the same as running two and two Arid Mesa. You can get the same shocks with either. And the first land you really need is a Steam Vents. I also am playing 3 basics. I might try Tec Edge instead. If I were to add another copy of Dig, I would squeeze in another Fetch, but I'm not trying run too hard off of Dig because it isn't really a combo deck.

November 18, 2014 5:28 p.m.

bijschjdbcd says... #12

Dig is not only for combo. Going seven cards deep can change the course of the game, Three is almost a must.

In sideboarded games you can easily dig for that card you need to break their deck.

November 18, 2014 5:32 p.m.

@Antosa Basic Island is notably something that the Tarn can fetch. This deck needs blue more than white.

November 18, 2014 5:33 p.m.

Antosa says... #14

Yes, but I only have 6 blue sources I can actually fetch for, and Arid fetches for two of them.

November 18, 2014 5:42 p.m.

2/3 is a very significant margin. Remember that you often want to cast Cryptic Command, and doing so without having to fetch an untapped shockland matters quite a lot. This is also why I feel you should be playing a third Island.

November 18, 2014 5:44 p.m.

Antosa says... #16

I am playing a third island. It's just relevant that all of my fetches can fetch for a blue source, and they do. Arid actually fetches for 4 of them.

November 18, 2014 5:49 p.m.

bijschjdbcd says... #17

But Tarn can search for more. No reasin to not run it.

November 18, 2014 5:50 p.m.

It will become relevant when you need to cast Cryptic Command on turn four, have an Arid Mesa and are playing against Affinity. I really think it's strictly better to play the blue fetches since you have UU and UUU spells and a generally blue-heavy curve. If it's an issue of availability, that's obviously a different story.

I do also have to advise Celestial Colonnade, because as games play out it really is your primary win condition in a great deal of matchups.

November 18, 2014 5:52 p.m.

bijschjdbcd says... #19

Colonnade is solid...when you are at 6 mana and they wont attack Into you they are way behind on tempo and you can map someones hand quite easilyfrom how they play around Colonnade.

November 18, 2014 5:55 p.m.

Antosa says... #20

What will I take out for the 4th colonnade?

November 18, 2014 6:10 p.m.

That's ultimately you're choice. I don't like Sulfur Falls personally.

November 18, 2014 6:16 p.m.

Antosa says... #22

That's what I switched it out for. I guess I'm trying to shoot for more of a midrange deck than control. I think I like having geist because even if they try to trade with geist, they still get bitten by the token, but there are also no removal spells for it.

November 18, 2014 6:46 p.m.

No basic Plains is just bad Modern deckbuilding. Especially if you do want Celestial Colonnade as a playset, 25 lands is a necessity and the Plains would be my addition.

November 18, 2014 6:51 p.m.

bijschjdbcd says... #24

Um, Maybe just up the land count, Definitely change the Mesas...Copy my land but take out one Tectonic edge or fetch because you don't need a lot of lands in play like my strategy...

November 18, 2014 6:52 p.m.

bijschjdbcd says... #25

Agreed, Leaves you with no way play heaps of stuff through a Blood Moon

November 18, 2014 6:54 p.m.

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