Whenever Snapcaster Mage enters the battlefield, target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to it's mana cost. (You may cast that card from your graveyard for its flashback cost. Then exile it.)
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Not a bad start. However, it is lacking some control aspects. I have seen many control decks almost all consisting of board wipes such as Supreme Verdict or Wrath of God or even Day of Judgment . The next key cards to the deck would be Sphinx's Revelation for card advantage and life gain, and Jace, Architect of Thought for weenie management and card advantage. Take a look at my Another American Story. It might help. Like Centaureayl said, Snapcaster Mage is one of the key cards within blue combo control decks. If money is a problem, you could look into finding some Archaeomancer s as a replacement or anything other cheap replacement.
Goldfish looks to be showing a trend of 8-10 fetches with similar combinations. Lets be honest here, this deck only really needs URR to be rolling. I play a similar build, only I've swapped Electrolyze with Burst Lightning . I prefer the 1cmc instant speed to keep the ball rolling, keep Snapcaster Mage efficient, and to make sure it is easy to get cards in the GY.
I have noticed a trend in UR Delver decks since the introduction of [[treasure cruise] to the Modern format.
First, no more Grim Lavamancer . Is this totally due to the fact that you want to use your graveyard for delving a draw 3 or does the use of monestary swiftspear as a red 1 drop come into play here as well? Not all builds have them, but all recent builds that I see cut the Lavamancers.
Second, I see a reduced number of Snapcaster Mage . Where there used to be 4 I now see only 2, maybe 3, and some builds cut him altogether. I know he is "necessary" for the deck to do what it wants to do, but he is still a great card. Is Treasure Cruise so powerful it has made Snappcaster obsolete in this deck because you'd prefer to draw 3 than be able to reuse a needed spell from your graveyard?
While this deck looks like it has many dangerous components... It doesn't seem to flow together all that well. You have a good land base, but beyond that the deck diversifies. You have Aggro creatures like Geist of Saint Traft
mixed with a control shell of Vendilion Clique
and Snapcaster Mage
+ myriad control spells. You then also have burn spells mixed in with little apparent purpose other than board clear.
On top of this, the + combo is thrown in, though the deck makes no attempt to ensure that this combo can be reliably obtained.
The sideboard feels like it is supposed to add a pillow fort aspect to this deck as well, which is way too much to add to everything else, especially given how short on draw engines this deck seems. I would suggest adding at least 3xTreasure Cruise to help fix this.
Summatively, while the deck features many strong cards, it feels like it is just a jumble of strong Aggro, Control, Burn, Combo, and Pillow Fort cards.
My suggestion would be to pick your favorite two aspects and focus the main board on those, with a third as a sideboard fallback. Personally I'm a fan of pillow fort sideboards, so that is what I recommend.
Again, I don't think the deck is bad, on the contrary it seems quite strong and hard to play against, since it is 5 things at once (thus meaning 5 completely different win-cons). However, this very aspect also makes the deck too unreliable and inconsistent to be competitive.
The choice is yours as to where you take this deck (if you even consider my advice to be good), but I do believe that this deck needs to be focused on one or two main ideas to attain the level of consistency it needs to be competitive. And draw engines. You can never have too many draw engines.
he reminds people of Snapcaster Mage so he's hyped.
The majority of decks will run around 3 Shard Volley . Enough to ensure you'll probably get 1 in every game you'll play but not enough to mean you're likely to get multiples. Running 1 copy means you have almost no chance of ever getting it. I don't see it as bad - its fantastic, and given that many top 8ing decks are running not 1 bu a playset I think most people would agree.
Searing Blood isn't an awful card. It kills some of the most common T2 plays in the format - Dark Confidant , Scavenging Ooze , Snapcaster Mage . Your point about them casting removal on their own creature is useless because if you're casting it T2 (after going second) or in your turn on T3 (after going first) they shouldn't have any mana open! Again, you should see that decks that have space to run it will typically run 3-4 copies. You do want to see one a lot of the time.
Most of these decks are trying to win T3 or T4 - you don't NEED Molten Rain . I've never seen a single RDW run Molten Rain in the mainboard. I just checked the last 20 top placing RDW and not a single one runs Molten Rain in mainboard. It's way too slow, it doesn't do what you're aiming to do, and it doesn't stop enough decks to be worthwhile - because most can operate fine on just 2 lands. I've seen it in some sideboards (even then, not many sideboards) but I have NEVER seen it mainboarded.
You're welcome :)Second advice block inc:
Remand is one of the better modern counter spells, it stops whatever your opponent is tapping out for on the turn, it lets you draw which helps you find your better creatures/enchantments.
Circle of Protection: 'Insert color you'll have issues dealing with' can be a handy sideboard card if the situation comes to it.
I'd also drop Cranial Archive because it just seems to be lacking, it works against strats that rely on their graveyard as you can shuffle it away while getting a draw out of it but there is just better cards.
Dryad Militant can be alright against decks that are running Treasure Cruise and/or Snapcaster Mage it also stops spells with flashback. I'm not sure how good it is in those matchups, just speculating.
Maybe you could find use for Aura Finesse it lets you draw as well as moving aura's about. For example if you're attacking with 2 creatures, one has spirit mantle so creatures can't be assigned to block it if they block the unenchanted creature then you can in theory move the spirit mantle to your blocked creature to avoid the damage dealt to it (Proc creatures is too good). and maybe even just get a one for nothing. It also draws you a new card which is super useful.
Not sure what you think of Brave the Elements it can help but if you're running blue then it won't always cover all your creatures.
Daybreak Coronet is easily the best aura when you've got an aura based deck because of just how much value it gives you. (+3+3, lifelink, first strike and vigilance, f*ck yeah :D )
Serum Visions Awesome card in blue, helps you dig, not 100% sure how good it is in this deck, just playtest and see what you think. :)
Soldier of the Pantheon is awesome against so many decks, personally I love him, don't know if he's any good in the current meta with things like jund falling in popularity.
Ohh my, just noticed how much I wrote, sorry, hopefully it isn't too long. :P
|11.49 TIX||17.25 TIX|
|Power / Toughness||2/1|
|Avg. draft pick||1.12|
|Avg. cube pick||3.01|
|Commander / EDH||Legal|