The deck is doing well despite it seeming limited and one deminsional, i been playing it a bit, i have won most of my non blue matches but blue decks are a uphill battle. my own twist on it is
the best part of running green would have to be P.Titan, especially with breach. Unless tron is too slow to use it. It was an all star in Breach Post, (which also used ancient stirrings sometimes) It should be considered here.
Also, I think Grull Signet Is strictly better than talisman here
It's a turn 2 tempo loss to switch to the signet. I've very frequently had turn 2 plays of talisman --> ancient stirrings.
exactly, gruul signet is strictly worse than talisman in this deck. The first reason is that unlike UW tron you don't need both color at the same time. talisman let's you play one of your 16 1cc spell right away which gruul signet cannot do. lastly, on turn 3 if you have power plant + mine + talisman, you can use talisman to crack a chormatic star or play ancient sitrrings and find your last tron piece to play karn. if you had the signet you would need to use a tron land to activate it which is realllllllly bad.
The problem with this deck is that it can lose pretty easily to a tectonic edge / ghost quarter / fulminator mage.
usually agains blue base deck it should be "easy". just becasue you have the emrakul plan, and can ramp up to it nicley. however if they put you on a clock then you can have some issue. one possible sideboard card can be Guttural Response / autumn's veil.
Karn tron, i like that. Also noticed another issue that came up in tersting last night, sometimes you just dont draw a threat, i had tron together and online by turn 3 or 4 and just died the next turn since i didnt have gas. and thats with me running a 4 through the breach, 3 emerakul, 1 sundering titan, 1 wurm coil, 2 all is dust and just didnt draw anything. Anything aggro that stumbles even a little though rolls over, and most combo seems to be a step behind you often. Though to be fair, through the breach has gotten me out of alot of bad situations, with stuff liek ghost quarter and blood moon.yes karntron is apretty good name, or ancient tron i think thats good to.
Ghost Quarter is a concession to how populer the tron decks are getting.
I ramped up the number of grudges due to the speed affinity can get and can often kill you before you even have 4 lands out and all is dust is usless. I have been enjoying this deck so far, it seems to have ability to be explosive both late game and early game. amd has some unreal starts.
Honestly I wished they had a "tron deck" section and not a UW control where UW tron fits in. Tron deck have the particulartiy to focus on assembling tron and play very power ful cards this is not close to play mana leak and squadron hawk. morevoer 3 archetype of tron have proven to be viable, UW, UR and now GR... but anyway that's a different subject.
On the number of threats: this is a ramp kind of deck and this is the typical issue you will encounter. a hand full of threats but no "acceleration" or a hand full of acceleration with no threaths. However this deck is quite consistant at what he is doing.
I think the sideboard is the pain point as you need to keep rely on your 18 only land so you have only very little room for sideboard option.
what are the cards you are rempving the most often ?
Honestly I wished they had a "tron deck" section and not a UW control where UW tron fits in. Tron deck have the particulartiy to focus on assembling tron and play very power ful cards this is not close to play mana leak and squadron hawk. morevoer 3 archetype of tron have proven to be viable, UW, UR and now GR... but anyway that's a different subject.
On the number of threats: this is a ramp kind of deck and this is the typical issue you will encounter. a hand full of threats but no "acceleration" or a hand full of acceleration with no threaths. However this deck is quite consistant at what he is doing.
I think the sideboard is the pain point as you need to keep rely on your 18 only land so you have only very little room for sideboard option.
what are the cards you are rempving the most often ?
p.s: can you edit the topic to "karn Tron"
Name changed, took me a min to find it.
Really its all match up dependent, aginst affinity, +4 grudge +2 pyroclasum, -1 all is dust, -1 reap and sow, -1 sundering titan, -3 karn.
Vs more controlish decks its all depends on what they have seems no individual card gets axed more then anyother, although i will some times shave a egg of 2 ( chromatic stuff)
To be fair i am only 15 or so matches deeps with the deck, so i havent gotten the perfect sideboarding formula yet, however it only took me about 5 matches to realize how powerfull through the breach is in here and upped the FSM count to 3, i also added the titan to it so i can abuse the greedy 3 and 4 color decks. Breaching him out is pretty close to a one sidded armageddon..
I also think that this deck will be very weak against combo, have to make a fast mindslaver to win.
About Grove of Burnwillows, whats the implications of replacing it with Karplusan Forest? I didnt played the deck yet, just tested alone here at my job
I also think that this deck will be very weak against combo, have to make a fast mindslaver to win.
About Grove of Burnwillows, whats the implications of replacing it with Karplusan Forest? I didnt played the deck yet, just tested alone here at my job
All is Dust is a one of even in the ptq deck, honestly i don't think the deck needs more then 1. i think the through the breach build is stronger vs combo then the other build since a fast through the breach normaly ends the game if you use it on the FSM or titan. Grove is the best land for this deck, no damage, comes into play untapped and produces both your colors of mana, the life gain for your opponet isnt a issue, if you get control your gonna win anyway his life dosnt matter.
Also i have found explore weak, with only 18 lands its very rare i have 3 lands and a explore to really do anythign with. Which is a shame cuz when you have it happen it is quite good. but normaly after turn 3 i don't really ever draw anymore lands since i spent the last 3 turns digging and tutoring for them.
The points on Grove x Karplusan are true, but here a Grove is 7 times more expensive then a Karplusan and playing the deck I saw that is rare made color mana from the lands, is better make color mana from Chromatics.
The point on Explore seems not Ok, cause you are talking like you could drop more then one additional land with Explore, which is not true, with two lands in hand its already fine. Also you can drop a land, blow Map (or use Sylvan) and get another land and make explore for it.
I didnt saw the Through the Breach version yet, but it will have more creatures for sure.
Thanks for posting the list(s). I had this deck on my radar as I work on reorganizing things around here.
Moved to Developing Competitive.
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The points on Grove x Karplusan are true, but here a Grove is 7 times more expensive then a Karplusan and playing the deck I saw that is rare made color mana from the lands, is better make color mana from Chromatics.
The point on Explore seems not Ok, cause you are talking like you could drop more then one additional land with Explore, which is not true, with two lands in hand its already fine. Also you can drop a land, blow Map (or use Sylvan) and get another land and make explore for it.
I didnt saw the Through the Breach version yet, but it will have more creatures for sure.
your looking at doing that around turn 3 or 4, its rare to have more then 1 land in your had at any given time around that turn. you do do it sometimes on turn 2 play a land explore play a land, but it just dosnt happen often enough to write home about. my normal course of plays i have noticed with the deck is
Turn 1, tron piece>chromatic or map OR Grove>Chromatic or Map or ancient.
Turn 2, Land>pop map OR land>possable pop a chromatic>Sylvan Scrying OR Land>possable pop a chromatic>Talisman of Impulse>Chromatic or Map or ancient. Of course into a explore is good here to, however, you would of had to of had 3 lands by this point for that to happen while possable, it didnt happen often enough for me to want to keep the spots as explores, after turn 2 explore gets even more weak as your less and less likely to be able to see more then 1 land a turn. Of course you can always raw dog a land on turn 4 and pop a Map you played on turn 3. TBH this is also a narrow not really likely scenario, i would rather just have a little more threat density.
This is the through the breach build i been working with. I have been having more luck with this one then the one with only 2 dudes, i think i need to fit the mindslavers back in the deck some were though. the ghost quarters are nod towards the fact this deck is gaining momentum out there. Also one thing i noticed is how resilient this deck is to discard, they toss key cards but our chromatics essentially act as semi card draw, at times i almost wish i had empty the warrens from how often i have chained spheres and stars (unrealistic but funny thought )
I get your budget reasoning on Grove vs K.Forest, but budget ISNT a reason not to play a card when developing a deck. Honestly though the few points of life you take from K.Forest in a game may be the difference between winning and losing against boros or affinity.
Is it worth including a couple of basic lands somewhere? The only success I've had fighting against this deck (using death & taxes) is by going crazy with the ghost quarters early on.
I really hope this deck gets popular. It is a bye for Death Cloud decks and absolutely wrecks 70% of the field. You need to do a little testing to get the feel for this deck but it is really solid. Academy Ruins needs to stay in the deck. I see people cutting it but not giving a good reason.
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In case I didn't tell you, I don't care about your opinion I just want your facts. And not the facts that make you seem smart. I want the ones that are actual facts.
I really hope this deck gets popular. It is a bye for Death Cloud decks and absolutely wrecks 70% of the field. You need to do a little testing to get the feel for this deck but it is really solid. Academy Ruins needs to stay in the deck. I see people cutting it but not giving a good reason.
really i haven't gotten a whole ton of use out of it, so i cut it. then agien i cut mindslavers to, but for a more aggressive build with breach, been insanely happy with the results today so far in the last few hours.
2-1 vs zoo, 2-0 vs u/w tron, 2-1 vs affinity, 2-1 vs u/w tron, 2-1 mono u fairys, 2 other matches i played but i can't even rember what the hell they were atm. i can see death cloud beating it, but if death cloud becomes the answer to this deck then wouldn't Tajuru Preserver become important? and possibly kitchen finks.
Karn tron, i like that. Also noticed another issue that came up in tersting last night, sometimes you just dont draw a threat, i had tron together and online by turn 3 or 4 and just died the next turn since i didnt have gas. and thats with me running a 4 through the breach, 3 emerakul, 1 sundering titan, 1 wurm coil, 2 all is dust and just didnt draw anything. Anything aggro that stumbles even a little though rolls over, and most combo seems to be a step behind you often. Though to be fair, through the breach has gotten me out of alot of bad situations, with stuff liek ghost quarter and blood moon.yes karntron is apretty good name, or ancient tron i think thats good to.
Ghost Quarter is a concession to how populer the tron decks are getting.
I ramped up the number of grudges due to the speed affinity can get and can often kill you before you even have 4 lands out and all is dust is usless. I have been enjoying this deck so far, it seems to have ability to be explosive both late game and early game. amd has some unreal starts.
Nice, finally a thread for this deck! I've been wanting to find a place to discuss its development and SB.
I used TTB when playing the GW trap tron version but didn't think about trying it on here as it feels like it might mess up the consistency of the deck. If it starts working for people I wouldn't mind giving it a shot though.
The current version, for me, is really strong and consistent. The two main issues I have are fast aggro (see the link above, he also went 4-0 with that kird ape, goyf, burn list - I've ran into him before and been eaten alive). And Combo decks that pack counters like Remand/Spell Pierce (E.g. hive mind, which thankfully isn't too popular). Other combo like storm you have a better chance at assembling T3 tron and getting a fast Karn or Mindslaver on the board.
Right now for lands I'm testing two Grove of The Burnwillow and two Tendo Ice Bridge so that I could add two Timely Reinforcements and 1 Ghostly Prison to the sideboard. Still too new to me to fully evaluate but I'll see how it plays out over the next few dailies.
As for the other discussion on Explore, I agree it's one of the weaker cards in the deeck. I'm down to 2 now and was considering replacing one for Batterskull and maybe Sundering Titan. How has the Titan been performing for others? I see it is in some of the lists in this thread.
Nice, finally a thread for this deck! I've been wanting to find a place to discuss its development and SB.
This link in your quote is me:
I used TTB when playing the GW trap tron version but didn't think about trying it on here as it feels like it might mess up the consistency of the deck. If it starts working for people I wouldn't mind giving it a shot though.
The current version, for me, is really strong and consistent. The two main issues I have are fast aggro (see the link above, he also went 4-0 with that kird ape, goyf, burn list - I've ran into him before and been eaten alive). And Combo decks that pack counters like Remand/Spell Pierce (E.g. hive mind, which thankfully isn't too popular). Other combo like storm you have a better chance at assembling T3 tron and getting a fast Karn or Mindslaver on the board.
Right now for lands I'm testing two Grove of The Burnwillow and two Tendo Ice Bridge so that I could add two Timely Reinforcements and 1 Ghostly Prison to the sideboard. Still too new to me to fully evaluate but I'll see how it plays out over the next few dailies.
As for the other discussion on Explore, I agree it's one of the weaker cards in the deeck. I'm down to 2 now and was considering replacing one for Batterskull and maybe Sundering Titan. How has the Titan been performing for others? I see it is in some of the lists in this thread.
Your welcome =D, and thanks for the 4-0 and letting us see the list =D.
So far I havent had any issue with titan, the fact it is tutorable with eye when you cant cast emerakul and he has a similer effect ( and sometimes he gets TTB in my build and really messes up the table) i had a zoo player scoop just to one resolving. I board it out often though, then agian i havebeen playing vs alot of tron and affinity, but vs jund, bant, delver ect it seems to be pretty good. I am also packing 1 reap and sow atm just for testing, and i have to say its been pretty good, keeps them off tron or puts you on tron. Not sure if i wanna keep it or not but it hasnt been awful.
TTb has let me get over so many blood moons so far, its like i don't even care if they play it honestly, TTH a FSM and they WILL sac that blood moon =D. also i feel the TTB give you that aura of fear, that you can go off at any min, they have to keep counter magic up all the time and can not let thier guard down. several situations were i was liek 2 towers a talisman and 2 groves they couldnt tap out for fear i was going to TTB and just win. i been running 4 pyroclasum and a firespout vs aggro seem to be helping a bit. one option we could play is Leonin Bladetrap It may be to slow but it is a colorless options so it can be Ancient Stirrings into.
One trick i have done a couple of times vs some decks, facing stuff like cryptic commad and a bunch of stuff liek snapcasters and delvers. I had a Emrakul, the Aeons Torn and Wurmcoil out, they had a snapcaster with a SoFF, 2 delvers, and another snapcaster, plus 2 muta vaults. he was beating me down pretty good tapping myteam with cryptic and beating. finaly i eyed for a 2nd emrakul, cast it and he never got another turn =]. 20 mana time walk but was well worth it lol
I truly believe Tron is going to emerge as the best deck in the format in terms of versatility and play skill. If you can position this deck to beat other Tron (unless it already has a good matchup), you'll be a dangerous threat.
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5th place
1 Eye of Ugin
4 Grove of the Burnwillows
4 Urza's Mine
4 Urza's Power Plant
4 Urza's Tower
18 lands
1 Emrakul, the Aeons Torn
1 Wurmcoil Engine
2 creatures
1 All Is Dust
4 Ancient Stirrings
4 Chromatic Sphere
4 Chromatic Star
4 Expedition Map
3 Explore
4 Karn Liberated
4 Mindslaver
4 Prophetic Prism
4 Sylvan Scrying
4 Talisman of Impulse
40 other spells
2 Ancient Grudge
2 Combust
3 Pyroclasm
2 Relic of Progenitus
2 Seal of Primordium
2 Spellskite
2 Wurmcoil Engine
1 Academy Ruins
1 Eye of Ugin
4 Grove of the Burnwillows
4 Urza's Mine
4 Urza's Power Plant
4 Urza's Tower
18 lands
1 Emrakul, the Aeons Torn
2 Wurmcoil Engine
3 creatures
1 All Is Dust
4 Ancient Stirrings
4 Chromatic Sphere
4 Chromatic Star
4 Expedition Map
4 Karn Liberated
4 Mindslaver
4 Prophetic Prism
2 Pyroclasm
4 Sylvan Scrying
4 Talisman of Impulse
39 other spells
2 Ancient Grudge
2 Beast Within
2 Combust
2 Pyroclasm
2 Relic of Progenitus
2 Seal of Primordium
2 Spellskite
1 Tectonic Edge
15 sideboard cards
Modern PTQ #3567580 on 03/17/2012
1 Academy Ruins
1 Eye of Ugin
4 Grove of the Burnwillows
4 Urza's Mine
4 Urza's Power Plant
4 Urza's Tower
18 lands
1 Emrakul, the Aeons Torn
1 Wurmcoil Engine
2 creatures
1 All Is Dust
4 Ancient Stirrings
4 Chromatic Sphere
4 Chromatic Star
4 Expedition Map
3 Explore
4 Karn Liberated
4 Mindslaver
4 Prophetic Prism
4 Sylvan Scrying
4 Talisman of Impulse
40 other spells
2 Ancient Grudge
2 Combust
3 Pyroclasm
2 Relic of Progenitus
2 Seal of Primordium
2 Spellskite
2 Wurmcoil Engine
15 sideboard cards
The deck is doing well despite it seeming limited and one deminsional, i been playing it a bit, i have won most of my non blue matches but blue decks are a uphill battle. my own twist on it is
4 Urza's Mine
4 Urza's Power Plant
4 Urza's Tower
1 Eye of Ugin
4 Grove of the Burnwillows
1 Sundering Titan
1 Wurmcoil Engine
3 Emrakul, the Aeons Torn
3 Through the Breach
1 All Is Dust
1 Pyroclasm
4 Talisman of Impulse
2 Prophetic Prism
4 Ancient Stirrings
4 Sylvan Scrying
4 Chromatic Sphere
4 Chromatic Star
3 Karn Liberated
3 Mindslaver
4 Expedition Map
1 Wurmcoil Engine
2 Spellskite
2 Pyroclasm
2 Relic of Progenitus
2 Ancient Grudge
2 Defense Grid
2 Seal of Primordium
2 Combust
other options i have conciderd, Autumn's Veil, Lodestone Golem, Firesprout, Thorn of Amethyst . I am really liking the Through the Breach plan, it catches decks off guard and gives us a faster shock win condition.
Also, I think Grull Signet Is strictly better than talisman here
It's a turn 2 tempo loss to switch to the signet. I've very frequently had turn 2 plays of talisman --> ancient stirrings.
exactly, gruul signet is strictly worse than talisman in this deck. The first reason is that unlike UW tron you don't need both color at the same time. talisman let's you play one of your 16 1cc spell right away which gruul signet cannot do. lastly, on turn 3 if you have power plant + mine + talisman, you can use talisman to crack a chormatic star or play ancient sitrrings and find your last tron piece to play karn. if you had the signet you would need to use a tron land to activate it which is realllllllly bad.
The problem with this deck is that it can lose pretty easily to a tectonic edge / ghost quarter / fulminator mage.
usually agains blue base deck it should be "easy". just becasue you have the emrakul plan, and can ramp up to it nicley. however if they put you on a clock then you can have some issue. one possible sideboard card can be Guttural Response / autumn's veil.
by the way i would call this deck: karnTron
checking the dailys it seems to be ripping things up. http://www.wizards.com/Magic/Digital/MagicOnlineTourn.aspx?x=mtg/digital/magiconline/tourn/3567569 4-0 there
http://www.wizards.com/Magic/Digital/MagicOnlineTourn.aspx?x=mtg/digital/magiconline/tourn/3567524 3-1 there
http://www.wizards.com/Magic/Digital/MagicOnlineTourn.aspx?x=mtg/digital/magiconline/tourn/3567538 3-1
http://www.wizards.com/Magic/Digital/MagicOnlineTourn.aspx?x=mtg/digital/magiconline/tourn/3567552 and yet another 3-1.
http://www.wizards.com/Magic/Digital/MagicOnlineTourn.aspx?x=mtg/digital/magiconline/tourn/3567481 3 variations went 3-1
http://www.wizards.com/Magic/Digital/MagicOnlineTourn.aspx?x=mtg/digital/magiconline/tourn/3567488 a 4-0 and a 3-1 the 3-1 is a uniqe build with wall of roots
http://www.wizards.com/Magic/Digital/MagicOnlineTourn.aspx?x=mtg/digital/magiconline/tourn/3567511 this had a 4-0 and a 3-1 as well.
is this deck really supposed to be in deck creation or developing competitive?
the list i am currently running is.
4 Urza's Mine
4 Urza's Power Plant
4 Urza's Tower
1 Eye of Ugin
4 Grove of the Burnwillows
1 Sundering Titan
1 Wurmcoil Engine
3 Emrakul, the Aeons Torn
1 Firespout
4 Through the Breach
1 All Is Dust
1 Pyroclasm
4 Talisman of Impulse
2 Prophetic Prism
4 Ancient Stirrings
4 Sylvan Scrying
4 Chromatic Sphere
4 Chromatic Star
3 Karn Liberated
4 Expedition Map
1 Reap and Sow
1 Wurmcoil Engine
2 Pyroclasm
2 Relic of Progenitus
4 Ancient Grudge
1 Defense Grid
2 Combust
1 Ghost Quarter
2 Autumn's Veil
Ghost Quarter is a concession to how populer the tron decks are getting.
I ramped up the number of grudges due to the speed affinity can get and can often kill you before you even have 4 lands out and all is dust is usless. I have been enjoying this deck so far, it seems to have ability to be explosive both late game and early game. amd has some unreal starts.
On the number of threats: this is a ramp kind of deck and this is the typical issue you will encounter. a hand full of threats but no "acceleration" or a hand full of acceleration with no threaths. However this deck is quite consistant at what he is doing.
I think the sideboard is the pain point as you need to keep rely on your 18 only land so you have only very little room for sideboard option.
what are the cards you are rempving the most often ?
p.s: can you edit the topic to "karn Tron"
Name changed, took me a min to find it.
Really its all match up dependent, aginst affinity, +4 grudge +2 pyroclasum, -1 all is dust, -1 reap and sow, -1 sundering titan, -3 karn.
Vs more controlish decks its all depends on what they have seems no individual card gets axed more then anyother, although i will some times shave a egg of 2 ( chromatic stuff)
To be fair i am only 15 or so matches deeps with the deck, so i havent gotten the perfect sideboarding formula yet, however it only took me about 5 matches to realize how powerfull through the breach is in here and upped the FSM count to 3, i also added the titan to it so i can abuse the greedy 3 and 4 color decks. Breaching him out is pretty close to a one sidded armageddon..
It seems very fun to play and a little skill intensive, not a easy deck to play at all.
I would play one or two more All is Dust too.
I also think that this deck will be very weak against combo, have to make a fast mindslaver to win.
About Grove of Burnwillows, whats the implications of replacing it with Karplusan Forest? I didnt played the deck yet, just tested alone here at my job
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All is Dust is a one of even in the ptq deck, honestly i don't think the deck needs more then 1. i think the through the breach build is stronger vs combo then the other build since a fast through the breach normaly ends the game if you use it on the FSM or titan. Grove is the best land for this deck, no damage, comes into play untapped and produces both your colors of mana, the life gain for your opponet isnt a issue, if you get control your gonna win anyway his life dosnt matter.
Also i have found explore weak, with only 18 lands its very rare i have 3 lands and a explore to really do anythign with. Which is a shame cuz when you have it happen it is quite good. but normaly after turn 3 i don't really ever draw anymore lands since i spent the last 3 turns digging and tutoring for them.
The point on Explore seems not Ok, cause you are talking like you could drop more then one additional land with Explore, which is not true, with two lands in hand its already fine. Also you can drop a land, blow Map (or use Sylvan) and get another land and make explore for it.
I didnt saw the Through the Breach version yet, but it will have more creatures for sure.
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Moved to Developing Competitive.
your looking at doing that around turn 3 or 4, its rare to have more then 1 land in your had at any given time around that turn. you do do it sometimes on turn 2 play a land explore play a land, but it just dosnt happen often enough to write home about. my normal course of plays i have noticed with the deck is
Turn 1, tron piece>chromatic or map OR Grove>Chromatic or Map or ancient.
Turn 2, Land>pop map OR land>possable pop a chromatic>Sylvan Scrying OR Land>possable pop a chromatic>Talisman of Impulse>Chromatic or Map or ancient. Of course into a explore is good here to, however, you would of had to of had 3 lands by this point for that to happen while possable, it didnt happen often enough for me to want to keep the spots as explores, after turn 2 explore gets even more weak as your less and less likely to be able to see more then 1 land a turn. Of course you can always raw dog a land on turn 4 and pop a Map you played on turn 3. TBH this is also a narrow not really likely scenario, i would rather just have a little more threat density.
This is the through the breach build i been working with. I have been having more luck with this one then the one with only 2 dudes, i think i need to fit the mindslavers back in the deck some were though. the ghost quarters are nod towards the fact this deck is gaining momentum out there. Also one thing i noticed is how resilient this deck is to discard, they toss key cards but our chromatics essentially act as semi card draw, at times i almost wish i had empty the warrens from how often i have chained spheres and stars (unrealistic but funny thought )
4 Urza's Mine
4 Urza's Power Plant
4 Urza's Tower
1 Eye of Ugin
4 Grove of the Burnwillows
1 Sundering Titan
1 Wurmcoil Engine
3 Emrakul, the Aeons Torn
1 Firespout
4 Through the Breach
1 All Is Dust
1 Pyroclasm
4 Talisman of Impulse
2 Prophetic Prism
4 Ancient Stirrings
4 Sylvan Scrying
4 Chromatic Sphere
4 Chromatic Star
3 Karn Liberated
4 Expedition Map
1 Reap and Sow
1 Wurmcoil Engine
2 Pyroclasm
2 Relic of Progenitus
4 Ancient Grudge
1 Defense Grid
2 Combust
1 Ghost Quarter
2 Autumn's Veil
I get your budget reasoning on Grove vs K.Forest, but budget ISNT a reason not to play a card when developing a deck. Honestly though the few points of life you take from K.Forest in a game may be the difference between winning and losing against boros or affinity.
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really i haven't gotten a whole ton of use out of it, so i cut it. then agien i cut mindslavers to, but for a more aggressive build with breach, been insanely happy with the results today so far in the last few hours.
2-1 vs zoo, 2-0 vs u/w tron, 2-1 vs affinity, 2-1 vs u/w tron, 2-1 mono u fairys, 2 other matches i played but i can't even rember what the hell they were atm. i can see death cloud beating it, but if death cloud becomes the answer to this deck then wouldn't Tajuru Preserver become important? and possibly kitchen finks.
Nice, finally a thread for this deck! I've been wanting to find a place to discuss its development and SB.
This link in your quote is me:
I used TTB when playing the GW trap tron version but didn't think about trying it on here as it feels like it might mess up the consistency of the deck. If it starts working for people I wouldn't mind giving it a shot though.
The current version, for me, is really strong and consistent. The two main issues I have are fast aggro (see the link above, he also went 4-0 with that kird ape, goyf, burn list - I've ran into him before and been eaten alive). And Combo decks that pack counters like Remand/Spell Pierce (E.g. hive mind, which thankfully isn't too popular). Other combo like storm you have a better chance at assembling T3 tron and getting a fast Karn or Mindslaver on the board.
Right now for lands I'm testing two Grove of The Burnwillow and two Tendo Ice Bridge so that I could add two Timely Reinforcements and 1 Ghostly Prison to the sideboard. Still too new to me to fully evaluate but I'll see how it plays out over the next few dailies.
As for the other discussion on Explore, I agree it's one of the weaker cards in the deeck. I'm down to 2 now and was considering replacing one for Batterskull and maybe Sundering Titan. How has the Titan been performing for others? I see it is in some of the lists in this thread.
Your welcome =D, and thanks for the 4-0 and letting us see the list =D.
So far I havent had any issue with titan, the fact it is tutorable with eye when you cant cast emerakul and he has a similer effect ( and sometimes he gets TTB in my build and really messes up the table) i had a zoo player scoop just to one resolving. I board it out often though, then agian i havebeen playing vs alot of tron and affinity, but vs jund, bant, delver ect it seems to be pretty good. I am also packing 1 reap and sow atm just for testing, and i have to say its been pretty good, keeps them off tron or puts you on tron. Not sure if i wanna keep it or not but it hasnt been awful.
TTb has let me get over so many blood moons so far, its like i don't even care if they play it honestly, TTH a FSM and they WILL sac that blood moon =D. also i feel the TTB give you that aura of fear, that you can go off at any min, they have to keep counter magic up all the time and can not let thier guard down. several situations were i was liek 2 towers a talisman and 2 groves they couldnt tap out for fear i was going to TTB and just win. i been running 4 pyroclasum and a firespout vs aggro seem to be helping a bit. one option we could play is Leonin Bladetrap It may be to slow but it is a colorless options so it can be Ancient Stirrings into.
One trick i have done a couple of times vs some decks, facing stuff like cryptic commad and a bunch of stuff liek snapcasters and delvers. I had a Emrakul, the Aeons Torn and Wurmcoil out, they had a snapcaster with a SoFF, 2 delvers, and another snapcaster, plus 2 muta vaults. he was beating me down pretty good tapping myteam with cryptic and beating. finaly i eyed for a 2nd emrakul, cast it and he never got another turn =]. 20 mana time walk but was well worth it lol