Page 1 of 4 1234 LastLast
Results 1 to 20 of 62

Thread: [Deck]UWR Snapcaster Control

  1. #1
    Last edited by death; 12-15-2011 at 02:00 PM. Reason: re-tuned mana base

  2. #2

    Re: [Deck]UWR Snapcaster Control

    You know what's better than Snapcaster Mage + Swords to Plowshares or Lightning Bolt? That's right. Play the best of both worlds. Somehow I'm not convinced that either U/W or U/R Snapcaster builds are the best out there, I'm bringing you this UWR Snapcaster Control deck - its very much a derivative of MUC (Mono-Blue Control) and plays just like it, except it has W and R splash for the top notch removal spells of the format. Unfortunately some of the card choices seem above the budget but a deck that performs well usually comes at a price.

    Why no Stoneforge Mystic?
    -it's played out
    -it's clunky
    -i hate it

    Why no Wastelands?
    -sometimes it'll screw you unintentionally

    Why 3 Force of Will?
    -it's card disadvantage, 4 is excessive in a deck packed with answers

    I will expand the opening posts once I have the time. Until then, enjoy playtesting!

  3. #3
    They see me puntin'
    dsck's Avatar
    Join Date

    May 2010
    Location

    Finland
    Posts

    518

    Re: [Deck]UWR Snapcaster Control

    I played fairly similar build but left it as the meta is now full of Red Elemental Blast which is cryptonite to this type of deck.

    Cards I wanted to test out:
    Aven Mindcensor
    Geist of Saint Traft
    Flusterstorm (in SB against rebs)

  4. #4
    Member
    igri_is_a_bk's Avatar
    Join Date

    Jun 2009
    Location

    Quad Cities, IA
    Posts

    280

    Re: [Deck]UWR Snapcaster Control

    Geist of Saint Traft + Maze of Ith looks hot for a control deck. Maze plays offense and defense with Geist in the deck, which seems good here.

    I think you have one too many Jace. Adding five planeswalkers is a lot, and I find it odd when you state you hate Batterskull because it's clunky. Planeswalkers are no different.

    Clique is really outclassed by Delver now. You probably want to swap a few or all of those.

  5. #5
    Member
    klaus's Avatar
    Join Date

    Oct 2007
    Location

    Berlin, Germany
    Posts

    1,203

    Re: [Deck]UWR Snapcaster Control

    I like your approach, as I found myself boarding out the Blade part of BladeControl.dec more often than not.
    The full set of FOWs is a no-brainer though.

    I view B2B to be the weakest MD choice here - 60% of the decks out there don't care too much about that card, afterall.


    I'd definitely go:
    -2 B2B (+ adjusting the mana base accordingly)
    -1 land
    +1 FOW
    +1 Ponder
    +1 Snapcaster Mage

    ---

    I'll try out your list and tell you how it flowed.
    ---
    EDIT - Here's my verion:

    4 Snapcaster Mage
    3 Vendilion Clique

    4 Brainstorm
    4 Force of Will
    3 Counterspell
    3 Spell Snare
    4 Swords to Plowshares
    1 Path to Exile.
    3 Lightning Bolt
    2 Ponder

    2 Engineered Explosives

    4 Jace, the Mind Sculptor

    37

    4 Flooded Strand
    4 Scalding Tarn
    1 Arid Mesa
    6 Island
    1 Plains
    1 Mountain
    2 Volcanic Island
    3 Tundra
    1 Riptide Laboratory


    4 Grim Lavamancer
    4 REB
    4 Surgical
    2 Disenchant
    1 Ajani Vengeant
    Last edited by klaus; 12-16-2011 at 10:16 AM.

  6. #6
    Member
    klaus's Avatar
    Join Date

    Oct 2007
    Location

    Berlin, Germany
    Posts

    1,203

    Re: [Deck]UWR Snapcaster Control

    Sry for the double post.
    I wonder, why this deck doesn't get more love.
    It has some clear advantages over Bladecontrol.dec.
    i.e.: better mana base, better card filter, basically blanks creature removal, blanks artifact hate..

    Being inspired by Karsten Koetter's Jace.dec, I've been testing Squadron Hawks again and came up with a nice list that features the best of both worlds:

    4 Brainstorm
    3 Ponder
    4 Snappy
    4 Sq. Hawk
    2 Vendilion Clique (flex slot)
    4 Stp
    3 Bolt
    1 Path to Exile
    4 Jace
    4 Fow
    3 CS
    3 Snare

    4 Flooded Strand
    4 Scalding Tarn
    2 Arid Mesa
    2 Tundra
    2 Volc
    1 Mountain
    1 Plains
    5 Island


    SB:
    3 Firespout
    2 Back to Basics
    4 REB
    4 S.extraction
    2 Disenchant
    -

    Thoughts?

  7. #7
    They see me puntin'
    dsck's Avatar
    Join Date

    May 2010
    Location

    Finland
    Posts

    518

    Re: [Deck]UWR Snapcaster Control

    Quote Originally Posted by klaus View Post
    Sry for the double post.
    I wonder, why this deck doesn't get more love.
    It has some clear advantages over Bladecontrol.dec.
    i.e.: better mana base, better card filter, basically blanks creature removal, blanks artifact hate..

    Being inspired by Karsten Koetter's Jace.dec, I've been testing Squadron Hawks again and came up with a nice list that features the best of both worlds:

    4 Brainstorm
    3 Ponder
    4 Snappy
    4 Sq. Hawk
    2 Vendilion Clique (flex slot)
    4 Stp
    3 Bolt
    1 Path to Exile
    4 Jace
    4 Fow
    3 CS
    3 Snare

    4 Flooded Strand
    4 Scalding Tarn
    2 Arid Mesa
    2 Tundra
    2 Volc
    1 Mountain
    1 Plains
    5 Island


    SB:
    3 Firespout
    2 Back to Basics
    4 REB
    4 S.extraction
    2 Disenchant
    -

    Thoughts?
    Punishing Fire literally punishes this list. Post-sb you have to battle through rebs, I dont see any chance doing well in a larger tournament.

  8. #8
    Member
    klaus's Avatar
    Join Date

    Oct 2007
    Location

    Berlin, Germany
    Posts

    1,203

    Re: [Deck]UWR Snapcaster Control

    Quote Originally Posted by dsck View Post
    Punishing Fire literally punishes this list. Post-sb you have to battle through rebs, I dont see any chance doing well in a larger tournament.
    The S.extractions go a long way battling P. Fire.
    Plus it has fallen a litle bit out of favor anyways.

    Also, I'm re-considering adding B2B to the board.

    What are your suggestions beyond "You'll die a painful death to P.Fire"?

  9. #9
    Tap 2, Standstill. Good?
    kiblast's Avatar
    Join Date

    Jul 2010
    Location

    Somewhere in Europe.
    Posts

    1,233

    Re: [Deck]UWR Snapcaster Control

    P Fire? Really? Ok, I fold to it maindeck (which might also be false b/c you run Vendilion and you might catch your opponent with P Fire in hand, put it on bottom and then fateseal to victory). Post sb you usually bring some numer of Surgical, and E tutor+ Back to Basics/Blood Moon package. You get to play an incredible number of basics with this deck (I play UW Caw Cartel with 8 basics and 8 Fetchlands) so the singleton B2B or Moon is amazing. You play it and feel you are cheating.
    Are you into Jazz? Have a look at the Lp's I have for sale on Discogs!

  10. #10

    Re: [Deck]UWR Snapcaster Control

    i played this quite awhile online. depending on the meta, this can be a good call if you are facing a lot of creature decks/decks with removal.

    the biggest issue with this deck is that your main win condition (jace), doesn't come down until turn 10-11, and it takes a lot of work to win with this deck. especially in a timed event, i am not confident i can win g3 on the draw.

  11. #11
    Member
    klaus's Avatar
    Join Date

    Oct 2007
    Location

    Berlin, Germany
    Posts

    1,203

    Re: [Deck]UWR Snapcaster Control

    Update:

    I replaced those 2 Cliques with Shackles. Used to run them in LS for years but initially thought those slots would be better off as more Snappy material / Cliques, after some testing I can state that Shackles is golden in so many scenarios where Clique is just meh.
    Clique Shines against Control (this list has a positive MU against most control decks out there) and Combo - our Combo MU is okay though.
    Shackles solves many problems (Mother, Mirror, etc) and more often than not serves as a wincon.

    Give 'em a shot!
    -
    Also: Merry X-Mas!

  12. #12

    Re: [Deck]UWR Snapcaster Control

    I really like klaus' idea of dropping the stoneforge package and play a straight UWR Snapcaster Control list. This list is what I'm playing in my local tourneys:

    4 Tundra
    1 Riptide Labatory
    1 Snow-Covered Plains
    6 Snow-Covered Island
    1 Snow-Covered Mountain
    2 Volcanic Island
    4 Flooded Strand
    1 Arid Mesa
    3 Scalding Tarn
    1 Underground Sea
    = 24

    4 Snapcaster Mage
    3 Vendilion Clique

    1 Path to Exile
    1 Elspeth, Knight Errant
    4 Swords to Plowshares
    2 Engineered Explosives
    3 Lightning Bolt
    3 Counterspell
    3 Spell Snare
    4 Brainstorm
    4 Jace, The Mind Sculptor

    Sideboard:

    2 Wrath of God
    3 Grim Lavamancer
    2 Disenchant
    3 Pyroblast / Red Elemental Blast
    1 Elspeth, the Knight Errant
    2 Surgical Extraction
    2 Purify the Grave

    My meta consists of a lot of RUG decks playing mongoose instead of Snapcasters, Maverick and some decks like Nic Fit, etc.
    I play Underground Sea because of EE and Surgical Extraction. Sometimes you just do not want to pay two.
    I'm thinking about playing 4 Surgical Extractions and cutting 1 Jace for 1 Vedalcken Shakles.

    What do you guys think?
    Last edited by miko; 01-02-2012 at 08:03 AM.

  13. #13

    Re: [Deck]UWR Snapcaster Control

    why do not play Fire//Ice?

  14. #14

    Re: [Deck]UWR Snapcaster Control

    I do not know what I would like to cut for Fire/Ice. Path and Explosives are way better than Fire/Ice I would argue.

  15. #15
    They see me puntin'
    dsck's Avatar
    Join Date

    May 2010
    Location

    Finland
    Posts

    518

    Re: [Deck]UWR Snapcaster Control

    Quote Originally Posted by miko View Post
    I do not know what I would like to cut for Fire/Ice. Path and Explosives are way better than Fire/Ice I would argue.
    Maybe cut 4 brainstorm so your deck is legal?

  16. #16

    Re: [Deck]UWR Snapcaster Control

    Quote Originally Posted by dsck View Post
    Maybe cut 4 brainstorm so your deck is legal?
    Could you explain yourself, please?

  17. #17
    They see me puntin'
    dsck's Avatar
    Join Date

    May 2010
    Location

    Finland
    Posts

    518

    Re: [Deck]UWR Snapcaster Control

    Quote Originally Posted by miko View Post
    Could you explain yourself, please?
    Your deck list has 8 brainstorms...

  18. #18
    Member

    Join Date

    Jan 2012
    Location

    Marseille, France
    Posts

    74

    Re: [Deck]UWR Snapcaster Control

    I really like your idea klaus to drop the SFM package and play Squadron Hawk since I was a huge fan of Hawks back in the days of Mental Misstep.

    Removing the SFM package has two main advantages : to free 6-7 slots which is huge and to blank artefact removals that your opponent is very likely going to bring in game 2 and perhaps 3.

    I think that for the purpose of this second advantage, you shouldn't play artefact at all in your deck, so neither Veldalken Shackles, Crucible of World nor Jitte.

    To get the best out of a Turn 2 Squadron Hawk (that is to say fetching the 3 others Hawk without discarding), you need to play one card on turn 1 on the play. You have 11 playable one-drop (without counting Ponder) which is nice. But, that little advantage aside, i think you play 1 or 2 too many spot removals, don't you think ? Squadron Hawk is already great against aggro because it can chumpblock during several turns and protect effectively your Jaces, i don't think you need 8 spot removals.

    Your version is bit light in win condition, i would play some Cliques and 1 or 2 Elspeth. Don't you have some problems to kill and win 2 games in 50 minutes sometimes ?

    Why do you choose to play only 21 lands and 3 Ponder instead of the classic 24 lands with some utility lands and 0 cantrip or 23 lands and 2 cantrips ?

    You play 0 life gain card in your deck and i think it must be a big problem against Zoo, UR Counterburn, Rug Tempo and Burn. I would try Timely Reinforcements or Umezawa's Jitte but it doesn't fit your non-artefact strategy.

    Did you try a black splash instead of the red one ? I have been thinking that Vindicate, Thoughtseize and maybe Diabolic Edict might be better than Bolt and Pyroblast.

    Here is the Esper list i'm going to try soon :

    23 lands with 3 Wasteland

    4 Snapcaster Mage
    4 Squadron Hawk
    2 Vendilion Clique

    2 Elspeth, Knight Errant
    3 Jace, The Mind Sculptor
    4 Brainstorm
    2 Preordain
    4 Swords to Plowshares
    2 Vindicate
    3 Spell Snare
    2 Spell Pierce
    1 Counterspell
    4 Force of Will

    Side :
    4 Thougtseize
    2 Nihil Spellbomb
    2 Surgical Extraction
    2 Wrath of God
    1 Engineered Explosives
    2 Diabolic Edict
    2 Timely Reinforcements

    It obviously needs some fixes which will come with testing but right now i really like the look of the list.

  19. #19

    Re: [Deck]UWR Snapcaster Control

    in the last list posted "4brainstorm" is written twice...
    however i think that 4stp+1pte are too much especially when you play 4snap...
    also 3countespell and 4jaceTMS seem too much for me...
    another idea could be to play an academy ruins if you like explosive so much

  20. #20

    Re: [Deck]UWR Snapcaster Control

    Quote Originally Posted by dsck View Post
    Your deck list has 8 brainstorms...
    Fixed.

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)