Sadly i got the feeling that most of the posts in this thread lack quality / testing / thoughts / whatever.
Enough flaming, onto content.
-Spell Snare:
Everybody talks about how amazing this spell is and how many things it hits, but doesnt look into the context of overall deck strategy / design / situation.
For those too lazy to go back a page i quote myself
Quote:
- 11 one for one counterspells are too much, especially the one that is not free. With Spell Snare around, the deck really needs to keep threats from table and can run into trouble if something can slip through. Which i felt was always a weakness of the Ur build (in certain matchups).
- More business without Snare in a additional SDT and CB in both versions and Goyf in the Ug version. In my Ur version i play two Fire/Ice, as i am not completly sold on them, but till know they have been quite good.
- Manacurve, in the Spell Snare version CB is a nice gimmick, but the deck is not really equipped to effectivly use the card with 2 SDT and a manacurve of 13 cmc2 spells of which are 4 Daze which get sided out frequently on the draw. With the changes the deck has become a very powerful CB deck, while losing just some agility due to the lack of Snare.
Short:
- Deckspace and design constraints (more room for bombs / less one for one's) and manacurve for CB.
-Now to take a look at the gameplan. Spell Snare fits in there very well when you are on the draw, but not if you are on the play (where Daze shines).
If you are on the play, you dont have room to play a Snare most of the time, you want to resolve you own threats and protect them with free countermagic most of the time.
Dont get me wrong, i think Spell Snare is a very good card, but i just think i like that 4th CB, the 3rd Top and a Goyf more (= bombs) than another one for one spell, which we already have quite alot.
For that reason i moved the Snares to the board, where i exchange them with the Dazes if i am on the draw or in some matchups in addition to the Daze's.
Ultimately it may be also a playstlye decision, Rood's Ur maindeck is a masterpiece of synergy and power, but i think my arguments are legit, so i will keep this configuration till i am proved otherwise.
-Lists / ideas in the last couple of posts:
Cutting Trinket Mage is a mistake in my opinion, his tutor ability is very strong in this deck. It allows the deck to get away with lower numbers / one-off's on their key artifacts and it frees up sideboard space.
For example, without Mage Chalice is a far larger threat, because you will lack the ability to tutor for EE. Also i wouldnt play a version with only 3 Noughts and no Mages, because the combo would be too conditional in my eyes.
About Fire/Ice, i think its fine in the Ur build. First of its manacost fits very well into the curve. Ice fits into the manadisruption theme and allows to tap blockers sometimes. Fire is a good maindeck answer to small critters, especially Dark Confidant (one of the main reasons to play it imo).
Just make sure that you dont cut a more useful / powerful spell for it.
-Splash colours / SB choices:
I still think that the splash colour is a meta choice. The most powerful version is Ugr for sure, but it lacks the mana stability of Ug or Ur, which can be problematic in some metas.
Currently i am leaning towards Ug, simply because i think that it has the better maindeck, even if the sb seems lacking in some areas.
Another reason is that you have a very solid beater in Tarmo, which is NOT artifact / enchantment and thus unaffected by Pridemage / Predator.
Speaking of the latter, he (and Tombstalker foremost) was the reason that i added Sower to my sb. I must hand it to BKclassic, who made very good suggestions in Propaganda and Sower for the Ug build.
Nought is very very good most of the time, like Standstill and CB/ Top, but not always. And in the cases where he is not that hot, i like to be able to fall back to Tarmo as main beater.
Disadvantage of Ug is the sb choices and that you are affected by Submerge, which makes the matchup against Tempo ThreshThreshThreshThreshThresh harder, but by no means bad.
Current Ug sb:
1 EE
1 Needle
1 Crypt
2 Sower
3 Grip
3 Spell Snare
4 Propaganda
Feel free to pick my post away.