I've also been on UR Kiki for a while, sorry I'm late to this discussion. Here's the list I would be on:
This is the 75. I really like gk's lists in general, but here are my thoughts:
- 22 land is actually not enough. Twin always used to play 23 (albeit, with only Serum as a cantrip) but you want to hit every land until turn 4 and be able to find either counters or bolts with Opt/Serum. If you're digging for land, you're putting yourself way behind.
- 4 Opt is a must, and it's better than Serum because you can Snap it back at instant speed. Mainphasing a Snap-Serum was always risky, and doing so without Force maindeck to be shields up during their turn is just bad. Opt doesn't dig as much, but the fact it plays better with Snap makes it much better imo.
- Only 1 Sinkhole main. The card is awful in some matchups, and you really just want to hit a single Goyf/Walker with it for tempo. The 2nd Sinkhole is usually very dead, but it's worth a sideboard slot, so I cut the
Fry to fit it. It's similar to when Twin played
Roast --> 1 main, 1 side.
-
Archmage's Charm -- I cut it for the 4th Opt. The curve is generally always too high in Twin, since you're required to play at least 10 3+ cards not including Clique, Jace, and Cryptic, which are also almost always included. ACharm is the worst of the 3+ cards we play, so I cut one to lower the curve a bit.
- Cutting the
Fiery Islet -- aggro decks that have approximately 6 or more cards that interact with the combo (between main and side) were always the worst matchup for Twin, including mainly red decks with
Rending Volley or W with
Path to Exile and either
Spellskite or enchantment hate in the board (see
Nature's Claim). Twin has a Loothouse for filtering lands late against grindy decks, so I think that Islet is more of a liability. Instead, I added a 6th Island (since you frequently want to topdeck Islands in postboard games where Moon comes in) and made the 23rd land a singleton
Field of Ruin for Cavern and manlands (e.g. Colonnade in particular), but it also helps postboard vs. Tron when the games slow down a bit.
- Cut Keranos from the board -- Even before Twin was banned, Keranos was trending down because it too often plays from behind. A bolt or redraw if it's a land is just not fast enough against Jund anymore. I prefer to leave the Ral, since it can come down and immediately kill a Goyf, which is insanely valuable in the Jund matchup. I suppose Ral is worse against Force than Keranos, but I think that's fine, as most control matchups were fine.
- Cut the sideboard
Disdainful Stroke for the 2nd Clique. Against decks like Tron, the game slows down a lot after G1 and you have to play around
Nature's Claim. The 2nd Clique is important in the big mana and control matchups where it's just too risky to go for the combo. Clique beats usually get there. Also, Force does a good job countering a lot of the relevant cards from these matchups anyways.
- Trim the 2nd Dispel in the board to hit 15 sb cards: Dispel is much worse now that
Dovin's Veto and
Force of Negation invalidate "true" counter wars. Dispel is actually best against Burn and Tron (again, for Claim), but I think 1 is fine.
As a note, I see some people suggesting less than 4 Deceivers. That is absolutely incorrect. Deceiver is easily the best combo piece, and Mite is only there as "duplicates", but it's definitely worse.
As a side note, has anyone considered
Brineborn Cutthroat for the list, is is that too experimental? A lot of current Kiki lists are playing 4 Cutthroats, and I would expect that to translate over to Twin too.