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Thread: [Deck] WUr Wafo/Cuneo Draw-Go Control

  1. #101
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    Re: [Deck] WUr Wafo/Cuneo Draw-Go Control

    Quote Originally Posted by DalamarTheDark View Post
    Seems like Luminarch Ascension wouldn't cut it when your opponent has 9-11 burn spells (UWR) and Snapcasters they can play early. :-(

    Don't get me wrong, I love Luminarch Ascension, but I think the format would need to be overrun with slow midrange and control decks in order for this card to be good. I don't even think it's fast enough vs. Storm to pressure them.
    If Luminarch Ascension is forcing my opponent to dome me with Bolts every turn I think it's doing a fairly good job of whatever the hell it's doing. I am actually more tempted to play it if this is how people beat it, because it just makes your Revs even more devastating.

    I mean, how many UWR players are keeping all of their Burn in G2 against a deck with Rev?
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  2. #102
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    Re: [Deck] WUr Wafo/Cuneo Draw-Go Control

    I usually keep 2-4 Bolts in, just because there are always times where Bolt, Snapcaster + Bolt can just devastate my UWR opponent if he slips up even a little. But yeah, I definitely board out my Helix and I've cut Electrolyze completely in favor of Clique (a card which can just blowout your UWR opponent sometimes).
    Discussing the impact of True-Name Nemesis on Legacy:

    Quote Originally Posted by 2Rach View Post
    And format warping itself isn't necessarily a bad thing for that matter.

  3. #103
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    Re: [Deck] WUr Wafo/Cuneo Draw-Go Control

    I disagree with cutting Electros for Clique, because if they keep in Electro their cards in those slots are outright better than yours. Electro allows you to recoup the damage from Snapcaster Mages, and Clique is good anyway. It also combos with a Bolt to kill Teferi when needed. (Hopefully they used all of their countermagic just casting it.)

    I generally only end up with a few burn Spells in my deck post board, most of them being Electrolyze. I pitch the Bolts in favour of Helix. The splash damage from Snare is kind of awkward, but a Snare on a Helix means a resolved Snapcaster Mage, so I'm fine with that. I've not actually played with UWR under the new list, as I'm not able to truly pin down anywhere near a 75 that I truly want to play, but I was also playing Shamanless Junk last week which was miserable and am just being given a combo deck to play with this week, so who even knows. I'm concentrating on finishing my Legacy deck.

    Generally, I bring in the third Helix from my board, and pull out all four Bolts. That leaves room for additional Vendilion Cliques (Depending on how many I have mained) and the Tectonic Edge. I then pull in more Counterspells for a little removal (Sweepers etc.) and much of the rest remains the same. Sometimes I have Teferi, sometimes I have 'Walkers, and sometimes I have Negate, but I usually only end up boarding around 5 cards, 4 of which are Lightning Bolts going south.
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  4. #104
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    Re: [Deck] WUr Wafo/Cuneo Draw-Go Control

    In the current meta, Electrolyze is pretty "meh". Some games it'll be a blowout, other games it'll be a cycler. I have never drawn a Clique and thought to myself "Man, I really want this to be Electrolyze" whereas I've had many situations where I've drawn Electrolyze and said "I really want this to be exactly Clique". The situations where this comes up the most often is when I have Ajani Vengeant in hand.

    End step Clique forces my control opponent to either (a.) counter the Clique, tapping him low, or (b.) let the Clique resolve and now I have a 3/1 flyer on board and I get to grab his best card/counter. If (a.) occurs, I can now untap and definitely resolve Ajani V. If (b.) occurs, I can untap and probably resolve Ajani V. Now, if that was Electrolyze end step, my opponent would shrug and move his dice from 20 to 18. I've cut Electrolyze when the DRS-ban came down and haven't missed them at all.
    Discussing the impact of True-Name Nemesis on Legacy:

    Quote Originally Posted by 2Rach View Post
    And format warping itself isn't necessarily a bad thing for that matter.

  5. #105
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    Re: [Deck] WUr Wafo/Cuneo Draw-Go Control

    Soorani took 9th at Richmond without red. I'm looking to his list moving forward, but I have a hard time not including rev.
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  6. #106
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    Re: [Deck] WUr Wafo/Cuneo Draw-Go Control

    Quote Originally Posted by Mr. Safety View Post
    Soorani took 9th at Richmond without red. I'm looking to his list moving forward, but I have a hard time not including rev.
    I saw his list, and I like the direction he's gone with it...but I can't for the life of me figure out what the singleton Last Breath in his board is for. Murderous Redcap maybe out of Pod? Every relevant creature I can think of has 3 power or some sort of protection (i.e. Etched Champion, Geist). It's hardly the best answer against Twin decks, it does nothing to Tron, Zoo, Fae, UWR...so I have to be missing something incredibly obvious, or he just couldn't decide on a 15th card and he found Last Breath in someone's Theros draft leavings.

  7. #107
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    Re: [Deck] WUr Wafo/Cuneo Draw-Go Control

    Quote Originally Posted by Davran View Post
    I saw his list, and I like the direction he's gone with it...but I can't for the life of me figure out what the singleton Last Breath in his board is for.
    This is annoying me now. Would it be a card that does damage vs both pod and splinter twin? It's instant speed, and hits all of non-green twin, while stopping a few key cards in Pod. With 4 Paths if you wanted another instant removal that isn't damage based, would this be the card you want?

  8. #108
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    Re: [Deck] WUr Wafo/Cuneo Draw-Go Control

    Soorani was playing Walker midrange. It hapens to be Blue and run Counterspells. It is not a UW Control deck, it should be discussed elsewhere.
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  9. #109
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    Re: [Deck] WUr Wafo/Cuneo Draw-Go Control

    Quote Originally Posted by YamiJoey View Post
    Soorani was playing Walker midrange. It hapens to be Blue and run Counterspells. It is not a UW Control deck, it should be discussed elsewhere.
    Are you serious? Had me fooled...especially after reading his article and he himself calling it control.

    Regarding last breath: obvious fifth path is obvious.
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    Re: [Deck] WUr Wafo/Cuneo Draw-Go Control

    Wasn't he playing something like 5-6 Planeswalkers and tapping out every turn?

    Because I thought this said 'Draw Go Control'.
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    Quote Originally Posted by twndomn View Post
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    The conspiracy goes deeper than you might think.

    Quote Originally Posted by Einherjer View Post
    That's.... that's not how deckbuilding works.

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    Re: [Deck] WUr Wafo/Cuneo Draw-Go Control

    Quote Originally Posted by YamiJoey View Post
    Wasn't he playing something like 5-6 Planeswalkers and tapping out every turn?

    Because I thought this said 'Draw Go Control'.
    Good point. There is quite a distinction in how the deck plays out. Yeah, he had 6 walkers.
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  12. #112
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    Re: [Deck] WUr Wafo/Cuneo Draw-Go Control

    I just looked over his list and if someone showed me that at an FNM I would tell them that their deck was a mess and what the fuck are they doing playing 4 Spell Snares. I'd love to get some comments about whether his choices were due to it being a strong list etc. or because he was trying to shore up his game against a 4,000 person tournament. It looks so wacky and all over the place.

    But that being said; what do people think of the 4 Spell Snares? It counters a hell of a lot as has been discussed between me and a few others in my play group. We can't think of a deck it's bad against, possibly parting Pod where we don't really like any of our countermagic apart from when we open Bolt/Path -> Mana Leak.
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    Quote Originally Posted by twndomn View Post
    If you pay me or give me some benefits, I might consider writing reports.
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    The conspiracy goes deeper than you might think.

    Quote Originally Posted by Einherjer View Post
    That's.... that's not how deckbuilding works.

  13. #113
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    Re: [Deck] WUr Wafo/Cuneo Draw-Go Control

    I've been on 3 Snare since forever. I can definitely get behind 3-4 maindeck Snare right now. It's good against the entire field.
    Discussing the impact of True-Name Nemesis on Legacy:

    Quote Originally Posted by 2Rach View Post
    And format warping itself isn't necessarily a bad thing for that matter.

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    Re: [Deck] WUr Wafo/Cuneo Draw-Go Control

    Quote Originally Posted by Arsenal View Post
    I've been on 3 Snare since forever. I can definitely get behind 3-4 maindeck Snare right now. It's good against the entire field.
    I'm at 3 Snare in my main deck right now too.

  15. #115
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    Re: [Deck] WUr Wafo/Cuneo Draw-Go Control

    So apparently we're the only ones who were scared to commit to the Snares. Good to know. (TBH I've also not played this deck for three months.)
    Quote Originally Posted by useL View Post
    Quote Originally Posted by twndomn View Post
    If you pay me or give me some benefits, I might consider writing reports.
    Can I pay you for not posting in this thread?
    The conspiracy goes deeper than you might think.

    Quote Originally Posted by Einherjer View Post
    That's.... that's not how deckbuilding works.

  16. #116
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    Re: [Deck] WUr Wafo/Cuneo Draw-Go Control

    I finished a disappointing 4-5 at GP Minneapolis 2014. Even more frustrating was that I started 3-0 (no byes), but it was just not to be. I played against Melira Pod twice (1-1), BGx twice (1-1), UWR Midrange twice (0-2), Storm once (0-1), Affinity once (1-0) and Burn once (1-0).
    Discussing the impact of True-Name Nemesis on Legacy:

    Quote Originally Posted by 2Rach View Post
    And format warping itself isn't necessarily a bad thing for that matter.

  17. #117
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    Re: [Deck] WUr Wafo/Cuneo Draw-Go Control

    Quote Originally Posted by Arsenal View Post
    I finished a disappointing 4-5 at GP Minneapolis 2014. Even more frustrating was that I started 3-0 (no byes), but it was just not to be. I played against Melira Pod twice, BGx twice, UWR Midrange twice, Storm once, Affinity once and Burn once.
    Out of curiosity, what was your list like if you don't mind sharing? I've been doing poorly myself lately...though the local FNM meta is hardly representative of anything. I'm starting to wonder if the deck is too "known" or something. It seems like everyone has the perfect plan against us and I'm left hoping to draw my way out of it.

  18. #118
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    Re: [Deck] WUr Wafo/Cuneo Draw-Go Control

    My current 75:

    Main

    2 Ajani Vengeant

    4 Snapcaster Mage

    2 Supreme Verdict

    2 Think Twice
    2 Sphinx’s Revelation
    2 Lightning Helix
    2 Electrolyze
    3 Spell Snare
    3 Mana Leak
    4 Cryptic Command
    4 Path to Exile
    4 Lightning Bolt

    1 Sulfur Falls
    1 Sacred Foundry
    1 Plains
    1 Mountain
    3 Island
    2 Hallowed Fountain
    2 Steam Vents
    3 Tectonic Edge
    4 Arid Mesa
    4 Scalding Tarn
    4 Celestial Colonnade

    Side

    2 Aven Mindcensor
    2 Hallowed Burial
    2 Stony Silence
    2 Wear//Tear
    1 Anger of the Gods
    2 Counterflux
    1 Dispel
    3 Negate

    I still do very well at FNM, typically going 3-1 or 4-0, but I did not have Hallowed Burial at GP Minneapolis as vendors were sold out and I couldn't borrow any. This greatly hurt me as I needed more sweepers in the Pod and BGx losses I took. I now have 2 in the board and I think that'll improve those matchups.
    Discussing the impact of True-Name Nemesis on Legacy:

    Quote Originally Posted by 2Rach View Post
    And format warping itself isn't necessarily a bad thing for that matter.

  19. #119
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    Re: [Deck] WUr Wafo/Cuneo Draw-Go Control

    Quote Originally Posted by Arsenal View Post
    Snip List.

    I still do very well at FNM, typically going 3-1 or 4-0, but I did not have Hallowed Burial at GP Minneapolis as vendors were sold out and I couldn't borrow any. This greatly hurt me as I needed more sweepers in the Pod and BGx losses I took. I now have 2 in the board and I think that'll improve those matchups.
    So we're pretty much in the same place main deck wise. I've got a pair of Vendilion Cliques where you have a 2nd Think Twice and the 4th Path to Exile. I've actually been considering removing the Cliques for a while now - do you miss the extra bodies at all?

    How has your board been working out for you? I haven't hit 15 cards I'm happy with yet. My current sideboard is all over the place:

    1 Grafdigger's Cage
    1 Relic of Progenitus
    2 Wear // Tear
    1 Ethersworn Canonist
    1 Stony Silence
    2 Counterflux
    1 Damping Matrix
    1 Izzet Staticaster
    1 Timely Reinforcements
    2 Sowing Salt
    1 Batterskull
    1 Stormbreath Dragon

    What I really need is some way to combat 8 Rack - there's 2 people playing that in my local meta and it's absolutely brutal. I've been thinking about Engineered Explosives or something, but that doesn't really stop the hand disruption.

  20. #120
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    Re: [Deck] WUr Wafo/Cuneo Draw-Go Control

    I used to run 2 Clique maindeck from when Nacatl was unbanned until about 2 weeks ago. I thought he was okay, but never really impressed me that much. I have since moved him completely out of my 75 and added back in the 2 Electrolyze that were previously benched. I personally think 4 Path to Exile is correct maindeck; there are simply too many decks in the meta that all have a must-answer creature that Bolt/Helix/Electrolyze can't always answer effectively/efficiently (Goyf, Master of Etherium, Deceiver Exarch, Phyrexian Obliterator, etc).

    My SB is tailored to my meta, so I don't know what you should/shouldn't be doing with yours.
    Discussing the impact of True-Name Nemesis on Legacy:

    Quote Originally Posted by 2Rach View Post
    And format warping itself isn't necessarily a bad thing for that matter.

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