Splashbros, I LOVE the Elderscale idea. Do you just hide behind him while hunting for a Titan or do you actually risk swinging with him? And are you running into any burn lists running Char or Flame Javelin or any other way to deal four to a creature in one card? Because if all they have access to is deal-three spells then they have to get three-for-one'd to get rid of the Wurm. My concern with attacking with it is they can block it with some dude and tack on two burn spells to finish it off, making their job a bit easier.
Have you tested Elderscale in comparison to Batterskull to see which works better against RDW? Both seem useful in the match and Batterskull can definitely come down a lot sooner, but is a lot easier to kill...
I love the wishboard concept as well, was wondering if you typo'd your sideboard as you have Fiery Justice written in two places as a one-of. Do you run two of them or did you mean a different card?
If you could give a run-down of your wishboard and what you tutor for vs. certain matchups, that would be really helpful! I can guess that Gust is for Affinity. It bugs me that it hits our own Amulet but I guess it can't be helped. The only other gold mass-artifact smasher that might work would be Void but the colors would be really hard to pull off.
The other ones are a bit more mysterious to me and I'd really love it if you could explain what you search for and why. Thanks!
P.S. have you considered Firespout in the wishboard?
Splashbros, I LOVE the Elderscale idea. Do you just hide behind him while hunting for a Titan or do you actually risk swinging with him? And are you running into any burn lists running Char or Flame Javelin or any other way to deal four to a creature in one card? Because if all they have access to is deal-three spells then they have to get three-for-one'd to get rid of the Wurm. My concern with attacking with it is they can block it with some dude and tack on two burn spells to finish it off, making their job a bit easier.
Have you tested Elderscale in comparison to Batterskull to see which works better against RDW? Both seem useful in the match and Batterskull can definitely come down a lot sooner, but is a lot easier to kill...
I love the wishboard concept as well, was wondering if you typo'd your sideboard as you have Fiery Justice written in two places as a one-of. Do you run two of them or did you mean a different card?
If you could give a run-down of your wishboard and what you tutor for vs. certain matchups, that would be really helpful! I can guess that Gust is for Affinity. It bugs me that it hits our own Amulet but I guess it can't be helped. The only other gold mass-artifact smasher that might work would be Void but the colors would be really hard to pull off.
The other ones are a bit more mysterious to me and I'd really love it if you could explain what you search for and why. Thanks!
P.S. have you considered Firespout in the wishboard?
So i might take the wish out because 4x Ancient stirrings is really consistent as i only run 2, but elderscale/thrun main board = Game over for alot of decks or close to it, if i know what im facing i will play thrun right away and just disregard the titan, ill pact for thrun first if against control then proceed to beat face, ive tested this throughout 100 games online and feel that the last couple without the wish are better, but i might add them back in because i love that card so much. As for wishboard vs affinity, id get fracturing gust and gain alot of life. Vs mill or any dredge/reanimator id get wheel of sun and moon and usually if i have the wurm out vs RDW i dont attack with it, i sit back, wait for thrun, build mana up and go nuts with titans. Hope that helped!
The reason why wish is so effective in my deck is because i run 3x lotus cobra to help with that mana fixing problem and also 2x Manamorphose to help fix mana properly but i do like your wish targets, id reccomend (since sometimes we have a slow early game) Fiery Justice, you look at that card and say woah they gain 5 life? well does it matter?
1. They take damage from fetch/shocks/thoughtseizes
2. We can swing for 30+ in 2 turns if need be.
3. Can blow up weenie decks very quickly
Maze's End idea is utterly jank for many reasons i don't think need to be explained.
Also, Hive Mind is already a creatureless win condition.
Agree with this. I'm running Turbo Fog Maze in Standard right now and it's hard enough to survive to get to ten gates. I may not have Primevals, but I'm also not being beat down by the likes of Tarmogoyf or facing combo decks as fast as Modern Storm or Twin. If Maze could win without requiring you to add ten additional terrible cards to your deck, I'd consider it.
So i'v been mostly into Legacy magic for a long time but got into Modern about a year ago. I'm a huge fan of crazy combo decks and while i knew about this decks existence and even played against it a few times, i never really gave it much of a look. Well about 2 days ago i ran into an article on this deck and finally realized how insanely cool this thing is.
I haven't actually played a match, but i'v been goldfishing like a madman and reading everything i can on the deck. I managed to find a few articles and read through the old threads on Amulet Combo.. I could see myself getting really into this deck.
I plan on goldfishing a bunch more and then just jamming it like a crazy person on cockatrice until i get comfortable with it.
I was having a hard time goldishing at first, then said screw it, and starting just playing some matches. At first i was getting starched, and then went to youtube and started watching some videos. Well i realized i was making a few critical errors and went back to it, and really started having some decent success. I'll admit there are a few games where it just doesn't come together, but i feel like im starting to get better at seeing the lines, and making the right plays off a Titan.
The deck is crazy fun though. I'm gonna keep trying to jam this for a while and see what happens.
As for my list, i ended up going with Stirrings for now and favor that over SSG. Being really fast is cool, but i like being able to dig 5 t1 for an Amulet or Bounce land to set up that t2 Titan/Hivemind.
Also with the lands, i decided to run both playsets of rainbow lands. I'm not sure what mana bases you guys are running, but i was having problems just not being able to cast spells for turns because everything came into play tapped, or even just being forced to mull hands with no regular lands, and just bounce lands.
I also haven't decided on if i wanna run Kabira and Khalni, or the Glimmerpost duo. What i like about Glimmerpost, is that it comes into play untapped. I really just wasn't feeling getting bogged down on tapped lands. But that being said, Khalni is sweet in some matches.. so it's really hard to choose.
I wanted to try out Kessig Wolf Run also, but i haven't got a chance yet. What's the consensus there?
If I had to choose, I'd choose Courser. Cheaper and doesn't die to bolt - both of which are relevant. But it doesn't add land drops, so I don't run it. Instead I run Sakura-Tribe Scout. Cheap stupid common but if they don't kill it, I get a free extra land drop per turn. If they do kill it, that's one less kill spell to handle Azusa / Titan with.
Also, it can (at least theoretically) pull off some instant-speed tricks. Tectonic Edge on the stack, bring in a bounceland, that sort of thing.
I also haven't decided on if i wanna run Kabira and Khalni, or the Glimmerpost duo. What i like about Glimmerpost, is that it comes into play untapped. I really just wasn't feeling getting bogged down on tapped lands. But that being said, Khalni is sweet in some matches.. so it's really hard to choose.
I wanted to try out Kessig Wolf Run also, but i haven't got a chance yet. What's the consensus there?
Radiant Fountain obsoletes both Kabira Crossroads and Glimmerpost.
Consensus is you don't need Wolf Run if you have Sunhome. davius thinks Wolf Run is better though, because it turns Khalni Garden or random Azusas into a threat. But I disagree here; Wolf Run needs a ton of mana to get going and your opponent can just chump block and eat the trample damage (Wolf Run usually takes two hits or more to kill), removing your Plant/Azusa.
I think Journey of Discovery or Sakura-Tribe Scout would be better replacements. The thing about Azusa is that she gives you two extra land drops, so you can jump from 3 to 5 on turn 3, then play a land (6) on the next turn, which is just enough for a Titan/HM. If you get Scout down on T1/T2 it can also give you two extra lands by turn 4. Explore only gives you one extra land drop, so it's not as good.
Pentad Prism also serves the same function of giving you +2 mana in one turn. As a bonus, you can Stir for it.
Consensus is you don't need Wolf Run if you have Sunhome. davius thinks Wolf Run is better though, because it turns Khalni Garden or random Azusas into a threat. But I disagree here; Wolf Run needs a ton of mana to get going and your opponent can just chump block and eat the trample damage (Wolf Run usually takes two hits or more to kill), removing your Plant/Azusa.
Agree with izzetmage. Maybe if we were swinging with smaller creatures, but Primeval has 6 power and already has trample. Spending 5 mana (Sunhome + 4 for activation) to get +6 damage is more mana efficient than Wolf Run, which would cost 8 mana to give a comparable amount of pump. Also we get first strike, which helps make it harder for the opponent to trade with the Titan if they have someone big sitting around. It helps that Sunhome is activated by the same Boros land that we already fetched for Slayers' Stronghold.
I think Journey of Discovery or Sakura-Tribe Scout would be better replacements. The thing about Azusa is that she gives you two extra land drops, so you can jump from 3 to 5 on turn 3, then play a land (6) on the next turn, which is just enough for a Titan/HM. If you get Scout down on T1/T2 it can also give you two extra lands by turn 4. Explore only gives you one extra land drop, so it's not as good.
Yeah, my testing with Scout has been enough to convince me of it. I think it's even better than Journey because it fits into the curve better and lets us run Stirrings etc. on t2/3. Scout also allows us to ramp into Azusa on t2 as well. Without Scout, I find my no-Amulet hands too often turn into duds.
Pentad Prism also serves the same function of giving you +2 mana in one turn. As a bonus, you can Stir for it.
I have been tempted to test Joraga Treespeaker, but it's far more vulnerable to removal so it's probably a bad idea. Also can only make green. :\ It's a pity because it was an all star in Mono Green Eldrazi back when Primeval was in Standard...
Instead I run Sakura-Tribe Scout. Cheap stupid common but if they don't kill it, I get a free extra land drop per turn. If they do kill it, that's one less kill spell to handle Azusa / Titan with.
How many copies of Sakura-Tribe Scout do you run? It's an interesting creature... Regards.
3/3 Azusa / Scout. I'd go 4/2 but obviously you really hate to draw a second Azusa. (Unless... been doing some thinking. Per this old thread, a bounced and replayed Azusa lets you drop two more lands. But that thread was answered before the M14 Legend Rule change. What if we have an Azusa out, play three lands (land for turn +2), then cast another Azusa, sac the old Azusa to L-rule... could we then play two more lands? If so it might be worth running the full four, not sure.)
Either way, I still feel 3-4 Scouts is the right number, even if we have four Azusa. I was able to hold off a Goryo's Vengeance deck with one for several turns by simply transmuting for Bojuka Bog and keeping it in my hand with Scout untapped... He couldn't find a safe moment to pitch a fatty. Eventually he killed the Scout but not until after I'd made a Titan. Worked out pretty well for a one-drop common.
You can't do that. I addressed this in the primer, the legend rule changed, but the number-of-land-drops rule also changed. If you have Azusa and already played 2 extra lands, then play a new Azusa, the game will see that you only have 2 extra land drops and that you already used both of them.
Another question:
Stony Silence or Creeping Corrosion vs affinity? Is there a reason why stony is worse? I would imagine dropping that t2 without then ramping turn 3 would win us the match...
Maybe I'm confused about affinity but doesn't Stony just prevent them from tapping Darksteel Citadel, saccing to ravager, or equipping Plating? They can still swing with whoever they've got. I'd rather blow up all their stuff (or all their stuff but manlands, that is). Seems safer to me. If they're on Master of Etherium they can still just beat you the eff down right past Stony Silence...
what do you think about Austere Command.
is realy simple for us to get 6 mana, so why not?
i speak about sideboard obviously !!!
I'm thinking to replace the 3x Firespout
+ You can side in vs affinity, all aggro deck, enchantment deck ( with Seal of Primordium if you want )
- obviously its mana cost is 6 and not 3
What do you think ?
I think you're trying to get too cute. The 6 mana turn is the turn where we want to be making Titan. I'd rather spend an earlier turn unloading my hate card. Firespout does more work across more matchups. Austere's double-white requirement is a risky proposition as well, especially with this new M15 land that's going to obsolete kabira crossroads next week. Firespout can be cast with mana we're already running, so can Seal. If you want to get techy vs. affinity, try that Glittering Wishboard idea and test out Fracturing Gust.
Kasreyn - stony silence stops darksteel citadel, mox opal, springleaf drum, ravager, steel overseer, cranial plating. Though I did overlook master of etherium, if they don't run him (which a lot of decks don't), then they're left to swing with signal pest and vault skirges to win. That would usually give us enough time, right?
I did have a situation yesterday where I dropped a stony silence against U-tron. They proceeded to cast a crucible of worlds (with tect edge up), and creeping corrosion would have been better than the silence. It would have taken out my own amulet, but I lost the game down to the crucible... choices choices!
I tried the wishboard, but just found it hard to pick what targets to run. I did like it, but it felt like I was changing the emphasis of the deck slightly.
Ah, OK. I forgot about Mox-O and Drum... not to mention Overseer. OK, that makes Stony a lot stronger I think. I think it still comes down to whether you can reliably make white mana fast enough to be relevant. Since the deck ramps like crazy I often find I can do Creeping Corrosion on t3 or even occasionally on t2. But since stony doesn't touch Amulet I think I will have to test it out now. Glad I already have a playset. How many would you board?
Well - at the minute I don't have much room for Creeping or Stony, think I'm running just 1. But that doesn't worry me too much, firespout and pyroclasm also come in, as can seals if you feel the need. You have to be careful not to board in too much and water down your own deckplan. I've seen lists with as many as 3 creeping corrosion for the matchup, but I just dislike using so many slots for it.
I think it's easier to find white mana (due to gemstones etc) than it is to find 4 mana quickly. When you start to ramp, you really want to drop a titan, and without a summer bloom, creeping corrosion is a t4 spell, which is too slow when on the draw.
Not necessarily, you can do Corrosion on t3 with tribe-scout. t1 untapped land, scout. t2 second untapped land, scout in a bounceland. t3 replay untapped land, four mana. It's even possible on t2 with Amulet, if you don't mind going back a land (and losing amulet): t1 scout, t2 amulet, play a bounceland, get two from it, bounce itself, scout the bounceland back out, get two from it, bounce the untap land, corrosion.
But yeah, I think either Seal or Stony is a better plan overall. If Seal: what would you point it at in the average Tron deck? Steel Overseer? Plating?
How are people sideboarding against jund (or BG, BGx etc), it's all I'm playing against at the minute, and it feels slightly unwinnable without god hands. Is this where leyline shines?
I have actually been testing Gaddock Teeg for stopping Slaughter Games. Obviously they can just kill Teeg but it holds it off a turn and sometimes that's all we need. Another solution, which is hilarious but could just work: use gemstone mines / ice bridges to make black, and board in our own Slaughter Games to hit theirs first. We ramp a lot faster than almost every deck in the format so we can definitely fire off a Games first even on the draw, if we have it in our starting hand and a decent ramp hand. That, or just board in more Hive Minds and Pacts and force them to try to guess which win con you're holding...
Have you tested Elderscale in comparison to Batterskull to see which works better against RDW? Both seem useful in the match and Batterskull can definitely come down a lot sooner, but is a lot easier to kill...
I love the wishboard concept as well, was wondering if you typo'd your sideboard as you have Fiery Justice written in two places as a one-of. Do you run two of them or did you mean a different card?
If you could give a run-down of your wishboard and what you tutor for vs. certain matchups, that would be really helpful! I can guess that Gust is for Affinity. It bugs me that it hits our own Amulet but I guess it can't be helped. The only other gold mass-artifact smasher that might work would be Void but the colors would be really hard to pull off.
The other ones are a bit more mysterious to me and I'd really love it if you could explain what you search for and why. Thanks!
P.S. have you considered Firespout in the wishboard?
--Kurt Vonnegut, Jr., who is up in Heaven now. EDH WUBRG Child of Alara WUBRG BGW Karador, Ghost Chieftain BGW RGW Mayael the Anima RGW WUB Sharuum the Hegemon WUB RWU Zedruu the Greathearted RWU
WB Ghost Council of Orzhova WB RG Ulasht, the Hate Seed RG B Korlash, Heir to Blackblade B G Molimo, Maro-Sorcerer G *click the general's name to see my list!*
| Ad Nauseam
| Infect
Big Johnny.
So i might take the wish out because 4x Ancient stirrings is really consistent as i only run 2, but elderscale/thrun main board = Game over for alot of decks or close to it, if i know what im facing i will play thrun right away and just disregard the titan, ill pact for thrun first if against control then proceed to beat face, ive tested this throughout 100 games online and feel that the last couple without the wish are better, but i might add them back in because i love that card so much. As for wishboard vs affinity, id get fracturing gust and gain alot of life. Vs mill or any dredge/reanimator id get wheel of sun and moon and usually if i have the wurm out vs RDW i dont attack with it, i sit back, wait for thrun, build mana up and go nuts with titans. Hope that helped!
1. They take damage from fetch/shocks/thoughtseizes
2. We can swing for 30+ in 2 turns if need be.
3. Can blow up weenie decks very quickly
Would give you a non-combat win condition.
Agree with this. I'm running Turbo Fog Maze in Standard right now and it's hard enough to survive to get to ten gates. I may not have Primevals, but I'm also not being beat down by the likes of Tarmogoyf or facing combo decks as fast as Modern Storm or Twin. If Maze could win without requiring you to add ten additional terrible cards to your deck, I'd consider it.
--Kurt Vonnegut, Jr., who is up in Heaven now. EDH WUBRG Child of Alara WUBRG BGW Karador, Ghost Chieftain BGW RGW Mayael the Anima RGW WUB Sharuum the Hegemon WUB RWU Zedruu the Greathearted RWU
WB Ghost Council of Orzhova WB RG Ulasht, the Hate Seed RG B Korlash, Heir to Blackblade B G Molimo, Maro-Sorcerer G *click the general's name to see my list!*
I haven't actually played a match, but i'v been goldfishing like a madman and reading everything i can on the deck. I managed to find a few articles and read through the old threads on Amulet Combo.. I could see myself getting really into this deck.
I plan on goldfishing a bunch more and then just jamming it like a crazy person on cockatrice until i get comfortable with it.
I do have a question though, what's everyone's opinion on Simian Spirit Guide vs Ancient Stirrings?
4 Primeval Titan
3 Hive Mind
--Combo--
4 Amulet of Vigor
4 Summer Bloom
3 Azusa, Lost but Seeking
--Search--
4 Serum Visions
4 Ancient Stirrings
--Pacts--
4 Summoner's Pact
2 Pact of Negation
1 Slaughter Pact
--Land--
1 Slayers' Stronghold
1 Sunhome, Fortress of the Legion
1 Cavern of Souls
1 Vesuva
2 Glimmerpost
3 Tolaria West
3 Gruul Turf
1 Selesnya Sanctuary
1 Boros Garrison
4 Gemstone Mine
4 Tendo Ice Bridge
1 Forest
4 Seal of Primordium
3 Leyline of Sanctity
3 Firespout
1 Chalice of the Void
1 Slaughter Pact
1 Bojuka Bog
1 Ghost Quarter
1 Khalni garden
I was having a hard time goldishing at first, then said screw it, and starting just playing some matches. At first i was getting starched, and then went to youtube and started watching some videos. Well i realized i was making a few critical errors and went back to it, and really started having some decent success. I'll admit there are a few games where it just doesn't come together, but i feel like im starting to get better at seeing the lines, and making the right plays off a Titan.
The deck is crazy fun though. I'm gonna keep trying to jam this for a while and see what happens.
As for my list, i ended up going with Stirrings for now and favor that over SSG. Being really fast is cool, but i like being able to dig 5 t1 for an Amulet or Bounce land to set up that t2 Titan/Hivemind.
Also with the lands, i decided to run both playsets of rainbow lands. I'm not sure what mana bases you guys are running, but i was having problems just not being able to cast spells for turns because everything came into play tapped, or even just being forced to mull hands with no regular lands, and just bounce lands.
I also haven't decided on if i wanna run Kabira and Khalni, or the Glimmerpost duo. What i like about Glimmerpost, is that it comes into play untapped. I really just wasn't feeling getting bogged down on tapped lands. But that being said, Khalni is sweet in some matches.. so it's really hard to choose.
I wanted to try out Kessig Wolf Run also, but i haven't got a chance yet. What's the consensus there?
If I had to choose, I'd choose Courser. Cheaper and doesn't die to bolt - both of which are relevant. But it doesn't add land drops, so I don't run it. Instead I run Sakura-Tribe Scout. Cheap stupid common but if they don't kill it, I get a free extra land drop per turn. If they do kill it, that's one less kill spell to handle Azusa / Titan with.
Also, it can (at least theoretically) pull off some instant-speed tricks. Tectonic Edge on the stack, bring in a bounceland, that sort of thing.
--Kurt Vonnegut, Jr., who is up in Heaven now. EDH WUBRG Child of Alara WUBRG BGW Karador, Ghost Chieftain BGW RGW Mayael the Anima RGW WUB Sharuum the Hegemon WUB RWU Zedruu the Greathearted RWU
WB Ghost Council of Orzhova WB RG Ulasht, the Hate Seed RG B Korlash, Heir to Blackblade B G Molimo, Maro-Sorcerer G *click the general's name to see my list!*
Radiant Fountain obsoletes both Kabira Crossroads and Glimmerpost.
Consensus is you don't need Wolf Run if you have Sunhome. davius thinks Wolf Run is better though, because it turns Khalni Garden or random Azusas into a threat. But I disagree here; Wolf Run needs a ton of mana to get going and your opponent can just chump block and eat the trample damage (Wolf Run usually takes two hits or more to kill), removing your Plant/Azusa.
| Ad Nauseam
| Infect
Big Johnny.
Pentad Prism also serves the same function of giving you +2 mana in one turn. As a bonus, you can Stir for it.
| Ad Nauseam
| Infect
Big Johnny.
Agree with izzetmage. Maybe if we were swinging with smaller creatures, but Primeval has 6 power and already has trample. Spending 5 mana (Sunhome + 4 for activation) to get +6 damage is more mana efficient than Wolf Run, which would cost 8 mana to give a comparable amount of pump. Also we get first strike, which helps make it harder for the opponent to trade with the Titan if they have someone big sitting around. It helps that Sunhome is activated by the same Boros land that we already fetched for Slayers' Stronghold.
Yeah, my testing with Scout has been enough to convince me of it. I think it's even better than Journey because it fits into the curve better and lets us run Stirrings etc. on t2/3. Scout also allows us to ramp into Azusa on t2 as well. Without Scout, I find my no-Amulet hands too often turn into duds.
I have been tempted to test Joraga Treespeaker, but it's far more vulnerable to removal so it's probably a bad idea. Also can only make green. :\ It's a pity because it was an all star in Mono Green Eldrazi back when Primeval was in Standard...
--Kurt Vonnegut, Jr., who is up in Heaven now. EDH WUBRG Child of Alara WUBRG BGW Karador, Ghost Chieftain BGW RGW Mayael the Anima RGW WUB Sharuum the Hegemon WUB RWU Zedruu the Greathearted RWU
WB Ghost Council of Orzhova WB RG Ulasht, the Hate Seed RG B Korlash, Heir to Blackblade B G Molimo, Maro-Sorcerer G *click the general's name to see my list!*
3/3 Azusa / Scout. I'd go 4/2 but obviously you really hate to draw a second Azusa. (Unless... been doing some thinking. Per this old thread, a bounced and replayed Azusa lets you drop two more lands. But that thread was answered before the M14 Legend Rule change. What if we have an Azusa out, play three lands (land for turn +2), then cast another Azusa, sac the old Azusa to L-rule... could we then play two more lands? If so it might be worth running the full four, not sure.)
Either way, I still feel 3-4 Scouts is the right number, even if we have four Azusa. I was able to hold off a Goryo's Vengeance deck with one for several turns by simply transmuting for Bojuka Bog and keeping it in my hand with Scout untapped... He couldn't find a safe moment to pitch a fatty. Eventually he killed the Scout but not until after I'd made a Titan. Worked out pretty well for a one-drop common.
--Kurt Vonnegut, Jr., who is up in Heaven now. EDH WUBRG Child of Alara WUBRG BGW Karador, Ghost Chieftain BGW RGW Mayael the Anima RGW WUB Sharuum the Hegemon WUB RWU Zedruu the Greathearted RWU
WB Ghost Council of Orzhova WB RG Ulasht, the Hate Seed RG B Korlash, Heir to Blackblade B G Molimo, Maro-Sorcerer G *click the general's name to see my list!*
| Ad Nauseam
| Infect
Big Johnny.
| Ad Nauseam
| Infect
Big Johnny.
Maybe I'm confused about affinity but doesn't Stony just prevent them from tapping Darksteel Citadel, saccing to ravager, or equipping Plating? They can still swing with whoever they've got. I'd rather blow up all their stuff (or all their stuff but manlands, that is). Seems safer to me. If they're on Master of Etherium they can still just beat you the eff down right past Stony Silence...
I think you're trying to get too cute. The 6 mana turn is the turn where we want to be making Titan. I'd rather spend an earlier turn unloading my hate card. Firespout does more work across more matchups. Austere's double-white requirement is a risky proposition as well, especially with this new M15 land that's going to obsolete kabira crossroads next week. Firespout can be cast with mana we're already running, so can Seal. If you want to get techy vs. affinity, try that Glittering Wishboard idea and test out Fracturing Gust.
--Kurt Vonnegut, Jr., who is up in Heaven now. EDH WUBRG Child of Alara WUBRG BGW Karador, Ghost Chieftain BGW RGW Mayael the Anima RGW WUB Sharuum the Hegemon WUB RWU Zedruu the Greathearted RWU
WB Ghost Council of Orzhova WB RG Ulasht, the Hate Seed RG B Korlash, Heir to Blackblade B G Molimo, Maro-Sorcerer G *click the general's name to see my list!*
Ah, OK. I forgot about Mox-O and Drum... not to mention Overseer. OK, that makes Stony a lot stronger I think. I think it still comes down to whether you can reliably make white mana fast enough to be relevant. Since the deck ramps like crazy I often find I can do Creeping Corrosion on t3 or even occasionally on t2. But since stony doesn't touch Amulet I think I will have to test it out now. Glad I already have a playset. How many would you board?
--Kurt Vonnegut, Jr., who is up in Heaven now. EDH WUBRG Child of Alara WUBRG BGW Karador, Ghost Chieftain BGW RGW Mayael the Anima RGW WUB Sharuum the Hegemon WUB RWU Zedruu the Greathearted RWU
WB Ghost Council of Orzhova WB RG Ulasht, the Hate Seed RG B Korlash, Heir to Blackblade B G Molimo, Maro-Sorcerer G *click the general's name to see my list!*
Not necessarily, you can do Corrosion on t3 with tribe-scout. t1 untapped land, scout. t2 second untapped land, scout in a bounceland. t3 replay untapped land, four mana. It's even possible on t2 with Amulet, if you don't mind going back a land (and losing amulet): t1 scout, t2 amulet, play a bounceland, get two from it, bounce itself, scout the bounceland back out, get two from it, bounce the untap land, corrosion.
But yeah, I think either Seal or Stony is a better plan overall. If Seal: what would you point it at in the average Tron deck? Steel Overseer? Plating?
I have actually been testing Gaddock Teeg for stopping Slaughter Games. Obviously they can just kill Teeg but it holds it off a turn and sometimes that's all we need. Another solution, which is hilarious but could just work: use gemstone mines / ice bridges to make black, and board in our own Slaughter Games to hit theirs first. We ramp a lot faster than almost every deck in the format so we can definitely fire off a Games first even on the draw, if we have it in our starting hand and a decent ramp hand. That, or just board in more Hive Minds and Pacts and force them to try to guess which win con you're holding...
--Kurt Vonnegut, Jr., who is up in Heaven now. EDH WUBRG Child of Alara WUBRG BGW Karador, Ghost Chieftain BGW RGW Mayael the Anima RGW WUB Sharuum the Hegemon WUB RWU Zedruu the Greathearted RWU
WB Ghost Council of Orzhova WB RG Ulasht, the Hate Seed RG B Korlash, Heir to Blackblade B G Molimo, Maro-Sorcerer G *click the general's name to see my list!*