This is the evolution of my deck from
GP Toronto. The report and break down can be found here. The Jund
mirror has also improved since then;
I still consider the match up unfavorable, but it's not as
abysmal as it once was. Overall, I'm pretty
happy with the list, and I prefer it over
the tempo variants that have been doing well –
though that's more of a personal choice. I'll have a report after
Sunday detailing my preformance in Sunday’s
Magic Online Pro Tour Qualifier.
Modern – Evil Twin v3
Lands (23)
4 Scalding Tarn
4 Misty Rainforest
2 Arid Mesa
2 Steam Vents
1 Watery Grave
1 Blood Crypt
1 Stomping Ground
4 Island
2 Mountain
2 Cascade Bluffs
1 Desolate Lighthouse
Creatures (15)
3 Grim Lavamancer
1 Snapcaster Mage
4 Deceiver Exarch
4 Pestermite
3 Kiki-Jiki, Mirror Breaker
Spells (22)
4 Splinter Twin
4 Inquisition of Kozilek
1 Sleight of Hand
4 Serum Visions
2 Lightning Bolt
2 Mizzium Skin
2 Izzet Charm
2 Spell Pierce
Sideboard (15)
2 Blood Moon
2 Negate
2 Engineered Explosives
3 Spellskite
3 Ancient Grudge
2 Relic of Progenitus
1 Echoing Truth
New additions to the list:
Grim Lavamancer:
This is the bee’s knees in the format right now,
in my opinion. Once things get going, an
active Lavamancer can completely decimate Jund's offence
(Deathrite Shaman, Dark Confidant,
Bloodbraid Elf, even shrinking Tarmgoyf).
It’s also a fantastic method for stretching out
Jund’s precious removal spells. This is the main reason the Jund match up has improved.
Snapcaster Mage: Better
known as the “9th
combo piece blue creature”. Though
not as strong in this list as it is in UR
Twin – due to a relative low instant/sorcery density
– it remains an all around solid value creature.
It still manages to catch players off-guard every now and then.
Lightning Bolt: Bolts in this deck are
largely experimental for me, in place of the tried and true Flame
Slash from my older lists. I want to see for
myself how beneficial instant speed and the
ability to fry Liliana is over
blowing up troublesome cards like Spellskite.
Right now, I'd say that
they're relatively even and the optimal choice is entirely metagame
dependant.
Sadly, I had
to cut the Izzet Boilerworks due to a
rise in land destruction from many of the
prominent decks. Over the past week or two
I have had to contend with Boom//Bust, Tectonic Edge, Molten Rain,
and even Avalanche Riders (it’s becoming more popular in the
Kiki-Pod lists).
Spellskites: Lately,
I’ve been finding them lackluster against
Jund. It just
gives them more opportunities to space out their removal properly
against you in addition to playing
very poorly into Liliana. Frankly, I’m at a loss
right now as to how to fit them back in the maindeck, anyway.
Mizzium Skins are a potential cut, but I
don't want to go too low as
I don't want to have my resistance to Abrupt
Decay be public information.
Blood Moon:
Still works just fine in the 4-color
variant since all you really need in play is a
single Island. It's stolen many games from UW Control,
as I’ve noticed that the vast majority of their white
sources come from nonbasics. I'll occasionally bring them in against
Jund as well, but it depends on how the
match up is feeling.
I've also
been pondering about a few cards lately, for your
consideration...
Ignorant Bliss:
You lose a lot of games to Jund from a volley of discard spells, this
trades at value with a Inquistion or Thoughtseize. The only problem
is that you're losing tempo (maybe a
variant could be built that simply
ignores this).
Noxious Revival:
Another tool against discard, and it's the
best Revive variant that can function with the
nature of this deck. I think it's best in Snapcaster-heavy
builds, ideally with Thought Scour so you can
access it more easily. However, this card
just might be too slow and costly for its effect.
Pulse of the Grid:
A very sick and stable instant speed card draw option. If you can
empty your hand onto the board, profitably
rebuying this seems potentially insane.
Shrine of Piercing Vision:
The amount of cards this can look at is crazy.
Obviusly it's a litlte inconsistent,
but if you can draw out the game with some of the
controlling cards (Lavamancer and Spellskite, for example) it’s
totally worth the wait.
With these two cards I might be able to
brew up a variant that tries to empty its hand on the board early
without folding to what the opponent can do. Perhaps something
like Remand, Repeal, or even Into the Roil
might be viable. These would fuel your
Pulse of the Grid, and create some really tough
decisions for your opponent.
Does the opponent tap out?
1 – Combo
win
2 – Draw
cards if you don't have it (roughly equal transaction)
Does the opponent keep removal mana
open and say go?
1 – Draw
cards (again, advantage for you)
2 – Attempt
a combo kill (with or without protection)
Might be worth some
testing some time after the PTQ. If you
have any questions or comments feel free to leave them here or email
me at alexneufeldt@gmail.com
Wish me luck!
Edited by Andrew Boa
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