Playing Mono U Tron you are basically playing a two colored deck, if you go UW you are three colored and much less consistent as well as weaker to Blood Moon and land destruction for little actual pay off.
Thanks, some great points here. I agree that the deck (UW) is easier to hate. Blood Moon is not so bad tough since I can easily use the Elesh Norn/Iona/Rites package. But grave hate is aweful. Elesh Norn/Iona are giving me a lot of free win against Company deck, Affinity, Burn, Valakut and Storm. However, I feel I have an horrible MU against Tron, E Tron, GBx and Shadow. Is those MU ok for U Tron ? I will give a try to U Tron, but feel I will miss my gift package. And Alex your list look really great, do you have some success with it ?
Yep - UW tron is "ok" matchup for "well oiled machine". The thing is that PPL think that UW tron has better aggro matchup (from my experience - not that much better then mono-u tron, trust me I played UW gifts a lot before goin the way of true UrzaTron) but has awful combo matchup - what was a terrible for me vs my local meta these days. It's fine deck but it's not even close to mono-u tron (which has a lot more interaction and less dead cards). It has Another gameplan (relay less on tron lands but a lot more on gifts ungiven and very clunky/dead cards) and as Pierakor said, it's mostly UW semi-control with tron splash - which TBH is bad on both edges (unfortunately UW gifts tron has some terrible matchups where mono-u can at last have some expolosive hands).
@about snappie: I used to love it with 2 dismembers mainboard and with fabricate online - now (with trinket package) It's just a goodstuff card which isn't really brilliant or the worst card in the deck. It's ok but for sure I won't play more than 1 (and I can imagine lists without snapcaster - IMO walking ballista is worth a second slot in first place insted of snapcaster)
There exists a world that is seldom seen on the top 8 decklists of the SCG tour, and rarely piloted by the pros. A deck that has been around for years with an ebb and flow of success. It is the lesser known stepchild of Gx tron: mono U tron.
It is a deck that many people use as their foray into modern (for its power level and price tag) Often seen at LGS’ and appearing from time to time at larger tournaments. If you play online however, you are likely familiar with the deck, or possibly its creator Shoktroopa.
For me, this was the deck that got me interested in playing modern after not touching a card since i was a child. I remember not even understanding how the deck won games the first time I looked at a decklist. Yet after countless hours practicing with it and familiarizing potential lines of play, I feel that I am one of a small pool of people who can play the deck at it's high skill ceiling.
Unlike Gx tron your main goal is not assembling tron on t3/4 and dropping a bomb to stabilize. It is a goal of the deck but your play decisions shouldn't necessarily be primarily based on the Urza lands unless you are in a control of the game, or in a straight up race situation. The deck plays roughly 11 spells with cantrips and 4 draw spells for finding tron pieces and whatever gameplay answers we may need at the time. The deck also plays a lot of spells which are based on having tempo/ mana advantage over our opponent.
That being said, U tron plays as a tempo control deck with an end-game toolbox of the biggest baddest colorless cards you can play in Modern and most importantly the not-so-instant-win combo of Mindslaver lock. (12 mana+academy ruins+Mindslaver)
The deck has a high skill ceiling, but also low skill floor. Every decision must be evaluated according to your needs at the time, and your gameplan must constantly evolve. Since U tron can win out of nowhere, it is best to think as your life total as a tool to use and abuse. You only need 1 life to win (or negative life with Platinum Angel in play) So recognizing your opponent's gameplan and catering your strategy over the next few turns based on the cards you have access to is a puzzle on its own.
Early game, turns 1-3: hitting a blue land drop, and subsequently urza lands is number one priority. There are times you keep a turn 3 tron hand if you have a payoff card though. Those are hands when mana fixers such as talismans, field of ruin, or solemn simulacrum come in hand. Perhaps you establish control early, perhaps you are digging desperately for a board wipe or Platinum Angel… it all depends!
Mid game,turns 3-5: assembling tron and taking control of the game takes priority. This is when the deck starts to shine. Usually casting one thirst for knowledge can be enough to smooth out our draws and find the cards we need. With our fast hands, the earliest U tron generally can lock a game is turn 4 by deploying either Sundering titan (aka Armageddon), or our pal Eugene (Ugin, the spirit dragon). Also, Many decks don't have an answer for Platinum Angel game 1 and untapping and having counterspell backup will likely buy you time to do whatever you need to do to win.
Late game, turns 5-? When games last this long you are most likely going to win. Counterspells, cantrips, and mana advantage pay off bigtime. This is when you are hopefully in control and trying to end the game. Finding a bomb, assembling counterspells,and buying time to assemble mindslaver lock. Not many decks play as many counterspells as U tron, especially pre-board so we are favored in control mirrors.
Let’s go over some Card choices:
12 Urza lands, duh
Academy Ruins:
Allows for Mindslaver lock, as well as recurring artifacts as needed. Try not to play this unless you NEED to make a land drop, or know that it is safe from opposing land destruction. We have only one and likey no way to get it back once its gone
Gemstone Caverns (0-2)
The deck functions best when on the play or up at least 1 mana. With a good amount of testing 2 gemstones seems to be idea for not drawing multiples and still being able to get a luck counter semi-often. When on the play side out one for a SB land (field of ruin, tectonic edge) They are good fodder for Thirst for knowledge if you draw them later in the game.
Oboro, Palace in the Clouds:
Non island blue source. Allows for several tricks as well such as: bouncing before casting thirst for knowledge for more choices to discard. Bouncing to discard to liliana of the veil. Bouncing to cast a blue spell on your turn, then playing it for land for turn to have blue up for your opponents turn.
River of Tears:
Non island blue source. Only necessary if using engineered explosives on two. Less painful dismember at times but we usually cast dismember on our opponents turn so its not great. If it is your only blue source in play and you want U on your turn, be sure to tap it for blue before playing a land!
Island (5-7)
Makes ghost quarters/fields of ruin a joke. Painless mana base.
Tectonic edge/Field of Ruin: 1-2
land hate of choice. Nets 0, where Ghost quarter often puts us down a land. Man lands are hard for us to interact with and can often steal games if unchecked.
Tolaria west:
Our tutor land. Cant be tutored for with expedition map as well! Sometimes its just a blue source but it also can find a 3rd tron piece, chalice of the void, Engineered Explosives, Walking Ballista, or Tormods Crypt. Coming into play tapped is a problem so if it is your only blue source you should play it tapped t1.
Blue Spells:
Condescend: 4
Our hard counters. Use for spells that matter or when needing to dig an extra card deeper. Can cast for 0 on your own spell or an opponent’s spell when desperate to dig or if they have a Cavern of souls in play.
Remand: 3-4
Great tempo play. Cycles through our deck and stalls opponent:
Repeal: 2-4
Great tempo play. Cycles through our deck and stall opponent also. Best used at opponent’s eot. Makes blood moon ineffective. Bounce mana dorks or Aether Vial for bonus points! Easy to cycle when dead with E.E. or Chalice on 0.
Cyclonic rift: 1
Our fourth bounce spell for when behind in mana, or for delve creatures. Overload mode can act as a win condition on its own.
Spell bust:0-1
Hard counter that has fallen out of favor but can act as a late game win condition with buyback. Also, a good counter for cmc 0/ 1 spells.
Thirst for knowledge: 4
Basically our brainstorm. Cycles through useless cards. Find tron pieces. It is often good to ditch a large artifact for more efficiency in the early game unless tron is in sight. We can always get them back with academy ruins if needed later.
Note: we don't play serum visions because it is U at sorcery speed, we often only have access to one U so this is counterintuitive to our game plan.
Artifacts/bombs:
Expedition map : 4
Finds the lands you need! Can be pitched to thirst when not needed or when chalice is on 1.
Oblivion stone:
We don't play many Permanents, so this is often a 1 sided board wipe. We can also assemble o-stone-lock with academy ruins. Usually enough to get opponents to scoop.
0-2 talismans:
Usually Talisman of Dominance. Can mana fix in natural tron hands. Provide ramp and a second blue source for Snapcaster Mage. Almost always pitch to thirst late game. Can be repealed when repeals are a dead card. Almost always boarded out.
0-1 Solemn Simulacrum
Mana fixer. Great value card. Can be recurred as a chump blocker for exceptional value and deck thinning in some situations
They are slow so I don't recommend playing more than 2 but they give us extra virtual copies of our toolbox of artifacts. Mages are typically favored because they come with a 2/2 body.Trinket Mage is a new addition since the printing of Walking Ballista, which is a house and often wins games on its own. Walking ballista +Academy Ruins is real.
Chalice of the void: 2-3
We cast it on 0-1 usually, but I've cast it as high as 6. Situationally can be cast on 2 or 3 because we can repeal it but is not recommended, except vs Burn or maybe affinity.
Engineered explosives. 0-2
Can be cast on 0-3 technically with a Gemstone Caverns (+luck counter) and a river of tears or talisman in play, but realistically 0-2.
Most effective vs tokens or affinity. Deaths shadow, Aggro creature decks, Gifts storm (empty the warrens)
Walking ballista:
A new important addition to the deck.
Mb creature removal. Also a win con on its own.
Snapcaster mage 0-2
Great card as a ambush viper or value card. Can be repealed for great value. Don't play more than two because we don't always have UU available.
Win cons:
Ugin, the Spirit Dragon:
Board wipe and win con. Ends many games once it hits the board.
Wurmcoil Engine 1-2
I play 1 main and 1 side for when sundering titan or platinum angel aren't good in the match. Obviously great vs decks that dont play Path To Exile. Common to sit back and prevent opponent from attacking while we dig for a Mindslaver.
Platinum Angel:
The “Oh, Crap!” card. Often boarded out, but many decks can not beat it. Steals games vs affinity, Burn, Dredge, Eldrazitron, and Infect commonly.
Sundering titan:
Ok vs two color decks that play U, Boarded out vs 0-1 color decks always. Great vs valakut or 3 color midrange/control decks. Can use spreading seas or field of ruin to give opponent one more targetable land. Does not hit Wastes. Oboro, River of Tears, Tolaria are protected U sources.
Mindslaver: 2
Two is important. Our main win con. In my opinion , it’s the best thing you can do in Magic: The Gathering, control your opponent’s turn. There are some tricks but too many to cover. Anything that searches your opponents library is nice, and you can always “fail to find”. Fun things include: Sacrificing all artifacts to arcbound ravager, not paying the “pact fee” vs Primeval Titan decks. Usually Instant win vs any combo decks.
The mindslaver lock is a wincon and is a mill combo. You draw mindslaver every turn, while your opponent continues to draw normally. Hopefully they just scoop.
Other Bombs sometimes played include:
Emrakul, The Promised End.
Karn, Liberated
Ulamog, the Ceaseless Hunger.
Anyways, thats an overview of my favorite deck in Modern. Im not going to cover sideboarding, because it is exhaustive and complicated, but I look forward to bringing you more content in the future!
I am still so curious how so many people use sundering titan but do not consider/use torrential gearhulk. I know it is just a play call and double blue can be hard but it is just so good!
Torrential Gearhulk is an awesome card, but it requires some changes to the deck that most people aren't willing to make. For it to shine we need a manabase conductive to getting double blue somewhere from turn 5 and onwards. This puts pressure away from cards like Gemstone Caverns and Tolaria West, both great card with a lot of recent fans. The deck also needs to be filled with instants that does something when cast using the Gearhulk. Condescend, Spell Burst and Repeal does almost nothing when cast via Gearhulk, but are all awesome when cast using Snapcaster Mage.
Therefore, to get full value out of Torrential Gearhulk the deck needs more instants to cast using it. In my version I've moved away from Repeal, and over to Commit//Memory, as well as using Search for Azcanta. With these changes there are virtually no situation where casting a Gearhulk isn't awesome.
The thing that You didn't mentioned about torrential gearhulk is that he depends on Our graveyard - in game 2/3 opps often bring gravehate against us (to prevent mindslaver chains and snapcaster flashbacks). With gearhulk we have 5/6 flashy typ'o but it's not for free - we still need double blue and we need to remove some serious threat from mainboard - wurmcoil/titan/platinum? (and we have to say that they are all good).
The deck needs more early interaction to fight fast decks, Our late game is already cool - I win almost every game where I assemble tron. The hard times are when we are playin without tron online (or we cannot assemble it fast) and this is nice topic to discuss - what early interaction is the best?
Do gemstone caverns are really needed in mono-u tron?
What we can do better in early game?
We have almost the best late game options in modern - but unfortunately, this format isn't about late game dudes and it's still goin faster and faster
Repeal, Condescend and Spell Burst can be quite useful with Gearhulk, so much even that Gearhulk into Repeal and Gearhulk into Spell Burst have won me games. You will only have to use these spells very rarely though. Almost every time I have a Gearhulk I also have a good spell to target: Thirst for Knowledge, Supreme Will, Remand, Dismember, Summary Dismissal, Hurkyl's Recall. To the people saying Gearhulk is worse than Snapcaster: can you get a Snapcaster with Treasure Mage? Does Snapcaster block a Tasigur, Reality Smasher, TKS? Would you rather spend 4UU for a 5/6 and Thirst for Knowledge or 3UU for a 2/1 and Thirst for Knowledge?
As for the arguement that Gearhulk doesn't help us in our bad matchups, maybe that's the case but I can't think of a bad matchup where Sundering Titan helps? Gearhulk helps a lot in the grindy attrition matchups which are usually 55-65% winrate.
As to the arguement that UU is hard to achieve, firstly, it's not hard to achieve at all if you play a decent amount of blue sources, secondly, Snapcaster requires UU as well so your arguement makes little sense if you are playing Snapcaster.
Pie and Shok or anyone really have you seen much 5c Humans on MTGO? This match up is horrible on paper. only played against it twice but with out a starting spatial in first 8 cards it game over usually. What have you guys seen and experienced? Pie we need a human video!
Pie and Shok or anyone really have you seen much 5c Humans on MTGO? This match up is horrible on paper. only played against it twice but with out a starting spatial in first 8 cards it game over usually. What have you guys seen and experienced? Pie we need a human video!
I have a video, it's going to be up on youtube in 3-4 days, you can already find it on my twitch VOD section
why all the gearhulk talk? ... sure its a good card. but snapcaster is just slightly better in our deck because of turns 2-5, when we most often lose...
humans is tricky indeed. i think im in the postive w/l currently, but that is slightly because of luck. E.E is good, but by all means, dont play e.e without river of tears (+gemstone caverns) ... my main reason for e.e. is wiping tokens though... notably vs storm. and especially since we can tutor for it with trinket mage/tolaria west.
tech:
i've been playing 1 all is dust SB for humans/ other similar decks as an extra cheaper board wipe. can also be snapcaster'd back (though ive never done it) ... oh , gearhulk couldnt do that :-p
advice:
if humans doesn't have vial, the match is fair, it is similar to dnt, where whomever gets the tempo will win. they play 4 caverns, dont even worry about remand. keep fast hands, or ones with good removal only. they cant beat ugin really if youre over 3/4 life (mantis rider+hierarch/thalia's lieutenant)
they often hold up reflector mage/thalia's lieutenant for the final punch to win...
Yes, i panicked before i left and i regret it deeply that i left Solem at home. I've just gotten an Engineered Explosive for the deck and had to cut something.:(
Yes another mindslaver, got it!
River of tears enables black mana for EE and making Dismember less taxing.
I would cut 1/for oboro but i don't have one and its quite pricey.
i run Ghost Quarter because that's what i had with me, im still missing a field of ruin.
Yes, i yhink you're right.
Spyglass was there becsuse if i top deck Needle.after Chalice is out it'll kinda suck.
But i can try it out!
You're right about the cages, i still do have trinket mage.
Thanks for the feedback and i will think about it!
I also removed the solemn. I realize he's great value, but I've never been happy or excited that i drew him. I see shok has also removed solemn in his latest lists.
Shok has added and removed solemn like 15 times. This meta is combo heavy so a blocker isn't as great. When it was death shadow and other various creature aggro, solemn was an automatic 2x.
Solemn is nice cause it’s mana fixing and value. I do prefer talismans though for mana fixing because it is ramp and curves out well with non island hands when in a race situation (t2 talisman with natural tron into t3 8 mana board wipe or t4 slaver... when I value cards, talismans and solemn are the first to be cut unfortunately but they help us mulligan less....
Has thopter sword ever been played in u tron.
I know it requires b/w but with a 1 of urbog/swamp or in a talisman build i feel like it could take over a game
I tried out a Fabricate U/B list that played 1x Thopter Foundry and Sword. They are both 2 cmc and don't interact with the normal tutor creatures (Trinket/Treasures mage) we like to play so it was always very sketchy getting the combo online before dying to creature beats or storm or whatever. I feel like Thopter Foundry has its home in an Ensnaring Bridge deck, draw a card, swing out, cast that card, pass to opponent.
Hm, i still kinda believe (or atleast i want to) in the wishboard plan with Coax from the Blind Eternities! Kinda sucks you gotta dedicate some slots to the sideboard, but it could be very relevant.
Cards!: Newlamog
- removal!
Emrakul, the mindslaver
- Second minslaver
Thought-Knot Seer
- thoughtseize on a stick
Reality Smasher
- planeswalker killer or lsst points of damage!
All is Dust
- a wrath, duh
I think these are the most relevant ones atm.
But im thinking 3 as a maximum for dedicated slots.
Luckily coax.does not exile itself. Aka it.can be brought back with snappy.
Or have you guys already discussed this card enough?
Too casual thinking? Does not beLong at the tournament tables?
Youtube Channel
My stream:
www.twitch.tv/pierakor
My Disco:
https://discord.gg/gTt6xHd
@about snappie: I used to love it with 2 dismembers mainboard and with fabricate online - now (with trinket package) It's just a goodstuff card which isn't really brilliant or the worst card in the deck. It's ok but for sure I won't play more than 1 (and I can imagine lists without snapcaster - IMO walking ballista is worth a second slot in first place insted of snapcaster)
The pinnacle of control: Mono U tron.
Mono U tron , by Andrew Grasso
1 Chalice of the Void
4 Condescend
1 Cyclonic Rift
2 Dismember
1 Engineered Explosives
4 Expedition Map
2 Gemstone Caverns
5 Island
2 Mindslaver
1 Oblivion Stone
1 Oboro, Palace in the Clouds
1 Platinum Angel
3 Remand
3 Repeal
1 River of Tears
1 Karn, Liberated
2 Snapcaster Mage
1 Sundering Titan
1 Field of Ruin
4 Thirst for Knowledge
1 Tolaria West
1 Treasure Mage
1 Trinket Mage
1 Ugin, the Spirit Dragon
4 Urza's Mine
4 Urza's Power Plant
4 Urza's Tower
1 Walking Ballista
1 Wurmcoil Engine
2 Dismember
1 Grafdigger’s Cage
1 Tectonic Edge
2 Spatial Contortion
1 Relic of Progenitus
1 Tormod’s Crypt
1 Pithing Needle
1 Negate
2 Spreading Seas
1 Surgical Extraction
1 Wurmcoil Engine
There exists a world that is seldom seen on the top 8 decklists of the SCG tour, and rarely piloted by the pros. A deck that has been around for years with an ebb and flow of success. It is the lesser known stepchild of Gx tron: mono U tron.
It is a deck that many people use as their foray into modern (for its power level and price tag) Often seen at LGS’ and appearing from time to time at larger tournaments. If you play online however, you are likely familiar with the deck, or possibly its creator Shoktroopa.
For me, this was the deck that got me interested in playing modern after not touching a card since i was a child. I remember not even understanding how the deck won games the first time I looked at a decklist. Yet after countless hours practicing with it and familiarizing potential lines of play, I feel that I am one of a small pool of people who can play the deck at it's high skill ceiling.
Unlike Gx tron your main goal is not assembling tron on t3/4 and dropping a bomb to stabilize. It is a goal of the deck but your play decisions shouldn't necessarily be primarily based on the Urza lands unless you are in a control of the game, or in a straight up race situation. The deck plays roughly 11 spells with cantrips and 4 draw spells for finding tron pieces and whatever gameplay answers we may need at the time. The deck also plays a lot of spells which are based on having tempo/ mana advantage over our opponent.
That being said, U tron plays as a tempo control deck with an end-game toolbox of the biggest baddest colorless cards you can play in Modern and most importantly the not-so-instant-win combo of Mindslaver lock. (12 mana+academy ruins+Mindslaver)
The deck has a high skill ceiling, but also low skill floor. Every decision must be evaluated according to your needs at the time, and your gameplan must constantly evolve. Since U tron can win out of nowhere, it is best to think as your life total as a tool to use and abuse. You only need 1 life to win (or negative life with Platinum Angel in play) So recognizing your opponent's gameplan and catering your strategy over the next few turns based on the cards you have access to is a puzzle on its own.
Early game, turns 1-3: hitting a blue land drop, and subsequently urza lands is number one priority. There are times you keep a turn 3 tron hand if you have a payoff card though. Those are hands when mana fixers such as talismans, field of ruin, or solemn simulacrum come in hand. Perhaps you establish control early, perhaps you are digging desperately for a board wipe or Platinum Angel… it all depends!
Mid game,turns 3-5: assembling tron and taking control of the game takes priority. This is when the deck starts to shine. Usually casting one thirst for knowledge can be enough to smooth out our draws and find the cards we need. With our fast hands, the earliest U tron generally can lock a game is turn 4 by deploying either Sundering titan (aka Armageddon), or our pal Eugene (Ugin, the spirit dragon). Also, Many decks don't have an answer for Platinum Angel game 1 and untapping and having counterspell backup will likely buy you time to do whatever you need to do to win.
Late game, turns 5-? When games last this long you are most likely going to win. Counterspells, cantrips, and mana advantage pay off bigtime. This is when you are hopefully in control and trying to end the game. Finding a bomb, assembling counterspells,and buying time to assemble mindslaver lock. Not many decks play as many counterspells as U tron, especially pre-board so we are favored in control mirrors.
Let’s go over some Card choices:
12 Urza lands, duh
Academy Ruins:
Allows for Mindslaver lock, as well as recurring artifacts as needed. Try not to play this unless you NEED to make a land drop, or know that it is safe from opposing land destruction. We have only one and likey no way to get it back once its gone
Gemstone Caverns (0-2)
The deck functions best when on the play or up at least 1 mana. With a good amount of testing 2 gemstones seems to be idea for not drawing multiples and still being able to get a luck counter semi-often. When on the play side out one for a SB land (field of ruin, tectonic edge) They are good fodder for Thirst for knowledge if you draw them later in the game.
Oboro, Palace in the Clouds:
Non island blue source. Allows for several tricks as well such as: bouncing before casting thirst for knowledge for more choices to discard. Bouncing to discard to liliana of the veil. Bouncing to cast a blue spell on your turn, then playing it for land for turn to have blue up for your opponents turn.
River of Tears:
Non island blue source. Only necessary if using engineered explosives on two. Less painful dismember at times but we usually cast dismember on our opponents turn so its not great. If it is your only blue source in play and you want U on your turn, be sure to tap it for blue before playing a land!
Island (5-7)
Makes ghost quarters/fields of ruin a joke. Painless mana base.
Tectonic edge/Field of Ruin: 1-2
land hate of choice. Nets 0, where Ghost quarter often puts us down a land. Man lands are hard for us to interact with and can often steal games if unchecked.
Tolaria west:
Our tutor land. Cant be tutored for with expedition map as well! Sometimes its just a blue source but it also can find a 3rd tron piece, chalice of the void, Engineered Explosives, Walking Ballista, or Tormods Crypt. Coming into play tapped is a problem so if it is your only blue source you should play it tapped t1.
Blue Spells:
Condescend: 4
Our hard counters. Use for spells that matter or when needing to dig an extra card deeper. Can cast for 0 on your own spell or an opponent’s spell when desperate to dig or if they have a Cavern of souls in play.
Remand: 3-4
Great tempo play. Cycles through our deck and stalls opponent:
Repeal: 2-4
Great tempo play. Cycles through our deck and stall opponent also. Best used at opponent’s eot. Makes blood moon ineffective. Bounce mana dorks or Aether Vial for bonus points! Easy to cycle when dead with E.E. or Chalice on 0.
Cyclonic rift: 1
Our fourth bounce spell for when behind in mana, or for delve creatures. Overload mode can act as a win condition on its own.
Spell bust:0-1
Hard counter that has fallen out of favor but can act as a late game win condition with buyback. Also, a good counter for cmc 0/ 1 spells.
Thirst for knowledge: 4
Basically our brainstorm. Cycles through useless cards. Find tron pieces. It is often good to ditch a large artifact for more efficiency in the early game unless tron is in sight. We can always get them back with academy ruins if needed later.
Note: we don't play serum visions because it is U at sorcery speed, we often only have access to one U so this is counterintuitive to our game plan.
Artifacts/bombs:
Expedition map : 4
Finds the lands you need! Can be pitched to thirst when not needed or when chalice is on 1.
Oblivion stone:
We don't play many Permanents, so this is often a 1 sided board wipe. We can also assemble o-stone-lock with academy ruins. Usually enough to get opponents to scoop.
0-2 talismans:
Usually Talisman of Dominance. Can mana fix in natural tron hands. Provide ramp and a second blue source for Snapcaster Mage. Almost always pitch to thirst late game. Can be repealed when repeals are a dead card. Almost always boarded out.
0-1 Solemn Simulacrum
Mana fixer. Great value card. Can be recurred as a chump blocker for exceptional value and deck thinning in some situations
1-2 tutor cards: Trinket Mage, Treasure Mage, Fabricate
They are slow so I don't recommend playing more than 2 but they give us extra virtual copies of our toolbox of artifacts. Mages are typically favored because they come with a 2/2 body.Trinket Mage is a new addition since the printing of Walking Ballista, which is a house and often wins games on its own. Walking ballista +Academy Ruins is real.
Chalice of the void: 2-3
We cast it on 0-1 usually, but I've cast it as high as 6. Situationally can be cast on 2 or 3 because we can repeal it but is not recommended, except vs Burn or maybe affinity.
Engineered explosives. 0-2
Can be cast on 0-3 technically with a Gemstone Caverns (+luck counter) and a river of tears or talisman in play, but realistically 0-2.
Most effective vs tokens or affinity. Deaths shadow, Aggro creature decks, Gifts storm (empty the warrens)
Walking ballista:
A new important addition to the deck.
Mb creature removal. Also a win con on its own.
Snapcaster mage 0-2
Great card as a ambush viper or value card. Can be repealed for great value. Don't play more than two because we don't always have UU available.
Win cons:
Ugin, the Spirit Dragon:
Board wipe and win con. Ends many games once it hits the board.
Wurmcoil Engine 1-2
I play 1 main and 1 side for when sundering titan or platinum angel aren't good in the match. Obviously great vs decks that dont play Path To Exile. Common to sit back and prevent opponent from attacking while we dig for a Mindslaver.
Platinum Angel:
The “Oh, Crap!” card. Often boarded out, but many decks can not beat it. Steals games vs affinity, Burn, Dredge, Eldrazitron, and Infect commonly.
Sundering titan:
Ok vs two color decks that play U, Boarded out vs 0-1 color decks always. Great vs valakut or 3 color midrange/control decks. Can use spreading seas or field of ruin to give opponent one more targetable land. Does not hit Wastes. Oboro, River of Tears, Tolaria are protected U sources.
Mindslaver: 2
Two is important. Our main win con. In my opinion , it’s the best thing you can do in Magic: The Gathering, control your opponent’s turn. There are some tricks but too many to cover. Anything that searches your opponents library is nice, and you can always “fail to find”. Fun things include: Sacrificing all artifacts to arcbound ravager, not paying the “pact fee” vs Primeval Titan decks. Usually Instant win vs any combo decks.
The mindslaver lock is a wincon and is a mill combo. You draw mindslaver every turn, while your opponent continues to draw normally. Hopefully they just scoop.
Other Bombs sometimes played include:
Emrakul, The Promised End.
Karn, Liberated
Ulamog, the Ceaseless Hunger.
Anyways, thats an overview of my favorite deck in Modern. Im not going to cover sideboarding, because it is exhaustive and complicated, but I look forward to bringing you more content in the future!
-Andrea Grasso
Therefore, to get full value out of Torrential Gearhulk the deck needs more instants to cast using it. In my version I've moved away from Repeal, and over to Commit//Memory, as well as using Search for Azcanta. With these changes there are virtually no situation where casting a Gearhulk isn't awesome.
The deck needs more early interaction to fight fast decks, Our late game is already cool - I win almost every game where I assemble tron. The hard times are when we are playin without tron online (or we cannot assemble it fast) and this is nice topic to discuss - what early interaction is the best?
Do gemstone caverns are really needed in mono-u tron?
What we can do better in early game?
We have almost the best late game options in modern - but unfortunately, this format isn't about late game dudes and it's still goin faster and faster
As for the arguement that Gearhulk doesn't help us in our bad matchups, maybe that's the case but I can't think of a bad matchup where Sundering Titan helps? Gearhulk helps a lot in the grindy attrition matchups which are usually 55-65% winrate.
As to the arguement that UU is hard to achieve, firstly, it's not hard to achieve at all if you play a decent amount of blue sources, secondly, Snapcaster requires UU as well so your arguement makes little sense if you are playing Snapcaster.
Youtube Channel
My stream:
www.twitch.tv/pierakor
My Disco:
https://discord.gg/gTt6xHd
I have a video, it's going to be up on youtube in 3-4 days, you can already find it on my twitch VOD section
Youtube Channel
My stream:
www.twitch.tv/pierakor
My Disco:
https://discord.gg/gTt6xHd
humans is tricky indeed. i think im in the postive w/l currently, but that is slightly because of luck. E.E is good, but by all means, dont play e.e without river of tears (+gemstone caverns) ... my main reason for e.e. is wiping tokens though... notably vs storm. and especially since we can tutor for it with trinket mage/tolaria west.
tech:
i've been playing 1 all is dust SB for humans/ other similar decks as an extra cheaper board wipe. can also be snapcaster'd back (though ive never done it) ... oh , gearhulk couldnt do that :-p
advice:
if humans doesn't have vial, the match is fair, it is similar to dnt, where whomever gets the tempo will win. they play 4 caverns, dont even worry about remand. keep fast hands, or ones with good removal only. they cant beat ugin really if youre over 3/4 life (mantis rider+hierarch/thalia's lieutenant)
they often hold up reflector mage/thalia's lieutenant for the final punch to win...
,i don't know if exchanging it for wurmcoil was a good decision buut... would be col to get feedback!
Oh and im planning to put in Spatial Contortion as well , but what should i cut for it?
1x Ghost Quarter
7x Island
2x River of Tears
4x Urza's Mine
4x Urza's Power Plant
4x Urza's Tower
1x Tolaria West
1x Chalice of the Void
4x Expedition Map
1x Talisman of Dominance
1x Mindslaver
1x Oblivion Stone
1x Engineered Explosives
4x Condescend
1x Cyclonic Rift
2x Dismember
1x Spell Burst
1x Supreme Will
4x Thirst for Knowledge
3x Remand
2x Repeal
1x Sundering Titan
1x Platinum Angel
1x Torrential Gearhulk
1x Treasure Mage
1x Trinket Mage
1x Walking Ballista
1x Wurmcoil Engine
1x Ugin, the Spirit Dragon
1x Dismember
2x Grafdigger's Cage
1x Negate
1x Ratchet Bomb
1x Repeal
1x Sorcerous Spyglass
2x Spreading Seas
1x Summary Dismissal
2x Surgical Extraction
1x Hurkyl's Recall
1x Wurmcoil Engine
Who needs Colours?
My most played EDH deck:
X Kozilek, the Great Distortion
UBR Nekusar, the Mindrazer
Yes another mindslaver, got it!
River of tears enables black mana for EE and making Dismember less taxing.
I would cut 1/for oboro but i don't have one and its quite pricey.
i run Ghost Quarter because that's what i had with me, im still missing a field of ruin.
Yes, i yhink you're right.
Spyglass was there becsuse if i top deck Needle.after Chalice is out it'll kinda suck.
But i can try it out!
You're right about the cages, i still do have trinket mage.
Thanks for the feedback and i will think about it!
Who needs Colours?
My most played EDH deck:
X Kozilek, the Great Distortion
UBR Nekusar, the Mindrazer
Btw, happy holidays everybody!
Who needs Colours?
My most played EDH deck:
X Kozilek, the Great Distortion
UBR Nekusar, the Mindrazer
I know it requires b/w but with a 1 of urbog/swamp or in a talisman build i feel like it could take over a game
Cards!: Newlamog
- removal!
Emrakul, the mindslaver
- Second minslaver
Thought-Knot Seer
- thoughtseize on a stick
Reality Smasher
- planeswalker killer or lsst points of damage!
All is Dust
- a wrath, duh
I think these are the most relevant ones atm.
But im thinking 3 as a maximum for dedicated slots.
Luckily coax.does not exile itself. Aka it.can be brought back with snappy.
Or have you guys already discussed this card enough?
Too casual thinking? Does not beLong at the tournament tables?
Who needs Colours?
My most played EDH deck:
X Kozilek, the Great Distortion
UBR Nekusar, the Mindrazer