Quick tournament report from last nights Thursday Night Magic ~30 People:
Disclaimer: I threw the deck together when I arrived at my LGS after work. I forgot a couple cards at home and with my meta being overrun by control decks.. the following was my decklist:
Meh, list was close enough and while it definitely needs tuning.. it does get the job done and the core pieces are there.
Round 1 Grixis Control (2-0)[1-0]:
Game 1 I led with a Noble Hierarch and on turn 2 he goes to bolt it. I use my open mana to path it and drop a T3 Reality Smasher and started breaking down face. He used a dreadbore+discard to kill it on his turn 3. I rip a Stirrings off the top, use it and find another Smasher and drop it to keep the beats coming. He kills my Smasher yet again but is tapped out with no cards in hand. I don't have a ton of gas in hand (1 TKS) and his visions comes off suspend next turn. I animate Mutavault and crash in to put him at 1. Visions resolves and he passes the turn. I play a TKS and see he got 3 lands and a Spell Snare. Animate Mutavault and lethal him. Game 2 I landed a turn 1 Grafdiggers Cage and a T3 TKS to see I had stranded 2 Snapcasters in his hand. He couldn't find a red source early and by the time he did I had lethal and a Drowner of Hope to tap down Thing in the Ice and his flashed in Snapcaster Mage.
Round 2 Goblins (2-1)[2-0]:
Game 1 was pretty cut and dry. I kept an ok hand but it couldn't catch up to his draw. I was forced to use a path on a Goblin Piledriver which allowed him to kill a Matter Reshaper. I was about 1 turn from stabilizing but he had the extra bolts to kill me before then. Game 2 was much different I ramped out a turn 3 Drowner of hope to tap his 2 attackers. I then dropped a Eldrazi Displacer and crashed in for 7 with Drowner. He scooped to game 3 because he couldn't get around the lock I had created. Game 3 I stabilized in similar fashion and was able to lethal him down. He had me at 9 and his only out was double Goblin Grenade.. Luckily he didn't draw it.
Round 3 RG Land Destruction (0-2)[2-1]:
This match was pretty miserable but not very common. His deck runs a bunch of Stone Rain, Acid Moss and Beast Within effects to accompany 4 Blood Moons which we tries to ramp out turn 2 with Utopia Sprawl. Game 1 there wasn't much I could do as he dropped the Blood Moon on turn 3 and then followed it up by destroying my basic. He eventually gets to Inferno Titan killing both my mana dorks and I move to game 2. I almost got there this game. He tries to jam a turn 2 Blood Moon which gets hit by Stubborn Denial. I then drop a T3 TKS and take a Beast within. He has essentially nothing left in hand. I get a turn of breathing room til he finds another Blood Moon. I fetch in response and get my basic plains because I have 2 Paths in hand for his Inferno Titans. I knock him down to 8 on my turn. He topdecks a Thrun and has enough mana to regenerate it... frick. The next topdeck is a Stone Rain which hits my Plains. I made a little misplay here because I floated white and meant to path my TKS to get my Waste (so I could play the 2 TKS I had stranded in hand and then hopefully draw into a Reality Smasher which could swing through the Thrun). I don't know if it actually mattered because he found a Fulimator Mage within the next couple turns and I never drew the Smasher which is what I'd need to win. Oh well, when you play a deck with a manabase like this you accept that you can lose to Mono Blood Moon/Land Destruction.dek.
Game 4 Jeskai Control(2-0)[3-1]:
This is a very good player from my area who typically plays Jund but has a lot of practice with other decks (he split the top prize for a showdown at GP LA with Titanshift last weekend too). Unfortunately neither of these games were very close. Game 1 he had to mulligan down to 4 and Game 2 he got stuck on 2 lands. The only remarkable thing (could have been just because he was bitter about the bad variance) was that he insists that Jeskai Control is heavily favored in that matchup. I have a hard time believing that to be the case for several reasons. They want to counter most of your big threats which Cavern of Souls refuses to let them do. Secondly I bring in Mark of Asylum out of the board which means their only way to kill my threats is Verdict, Elspeth -2 for power>3 and Path to Exile. Between Displacer, Smasher and TKS, I find it hard to believe that they would be able to keep many of those threats long enough to win the game. Snapcaster gets shut down by Grafdigger's Cage and Word Breaker does work if the game does go long. Elspeth Sun's Champion isn't even that great of an answer to a full board from us. Her tokens can be tapped with Drowner of Hope, blinked with Displacer and Trampled over with Smasher. This makes them unable to protect her efficiently. Her -2 can kill TKS, Smasher and Drowner for sure but that leaves Scions, Mutavault, Displacer, Reshaper and the Hierarch to kill her on the crack back (god forbid another Smasher held in hand). I am not advocating the matchup is entirely in our favor either but he refused to believe that had he not gotten land screwed, he clearly would come out the winner.
Anyway, I am back at it again tonight and will post likely on Tuesday about how it went (I typically post my tournament reports while I am at work and I have Monday off for Memorial Day). Anyway, have a great weekend yall and remember to keep Smashing!
So, how is this deck against Affinity? What are its weak matches? I have been on BW Processors for quite a while and am liking this deck's style, but having so much game against Robots with my current build makes me wonder about the switch.
So, how is this deck against Affinity? What are its weak matches? I have been on BW Processors for quite a while and am liking this deck's style, but having so much game against Robots with my current build makes me wonder about the switch.
Affinity pre-board is very rough unless you have a fast hand from what I've seen, not a lot of ways to interact and they can simply go over us in the air.
Post board however, the game changes to slightly in our favor with some great hate in stony silence, engineered explosives, etc. I feel like you go from being down 40/60 pre board to being up 55-45 or so post board. You win if you draw your hate basically.
Brewing this deck a bit and I'm considering messing with the three drops. So many decks can't handle Geist of St. Traft and playing one on T2 is a beating. Obviously it's not going to be as effective as Matter Reshaper in some matches, but those are usually the matches where the Reshaper is only operating as a functional speedbump (it dies and may turn into another asset where the Geist will just die). You can also play multiple Reshapers, however this is offset by the fact that Geist hits for 6 on its own. It also practically autowins against the Jeskai and Grixis-based control decks floating around so much right now.
Really glad to see the discussion here picking up a bit.
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Some people like to win MtG matches in the Red Zone. I prefer to win the way God intended: on the stack.
Brewing this deck a bit and I'm considering messing with the three drops. So many decks can't handle Geist of St. Traft and playing one on T2 is a beating. Obviously it's not going to be as effective as Matter Reshaper in some matches, but those are usually the matches where the Reshaper is only operating as a functional speedbump (it dies and may turn into another asset where the Geist will just die). You can also play multiple Reshapers, however this is offset by the fact that Geist hits for 6 on its own. It also practically autowins against the Jeskai and Grixis-based control decks floating around so much right now.
Really glad to see the discussion here picking up a bit.
Geist is interesting. We have 5-6 dorks, which is enough to T2 Geist a reasonable amount. I's say it certainly improves our clock vs combo. We already kind of auto-win vs Jeskai and Grixis control however. I'd be a little afraid of any deck that might be siding in Anger of the Gods. Anger is only mediocre vs us however, since TKS/Smasher/Drowner all dodge it. Geist of Saint Traft definitely wrecks Jeskai if they have no sweeper. Grixis still might have Pia/Tasigur/GDD, etc to block Geist though.
Quick tournament report from last nights Thursday Night Magic ~30 People:
Disclaimer: I threw the deck together when I arrived at my LGS after work. I forgot a couple cards at home and with my meta being overrun by control decks.. the following was my decklist:
Brewing this deck a bit and I'm considering messing with the three drops. So many decks can't handle Geist of St. Traft and playing one on T2 is a beating. Obviously it's not going to be as effective as Matter Reshaper in some matches, but those are usually the matches where the Reshaper is only operating as a functional speedbump (it dies and may turn into another asset where the Geist will just die). You can also play multiple Reshapers, however this is offset by the fact that Geist hits for 6 on its own. It also practically autowins against the Jeskai and Grixis-based control decks floating around so much right now.
Really glad to see the discussion here picking up a bit.
Geist is interesting. We have 5-6 dorks, which is enough to T2 Geist a reasonable amount. I's say it certainly improves our clock vs combo. We already kind of auto-win vs Jeskai and Grixis control however. I'd be a little afraid of any deck that might be siding in Anger of the Gods. Anger is only mediocre vs us however, since TKS/Smasher/Drowner all dodge it. Geist of Saint Traft definitely wrecks Jeskai if they have no sweeper. Grixis still might have Pia/Tasigur/GDD, etc to block Geist though.
Control/Combo are our easier match-ups the hard ones are aggro/burn, Geist doesn't really help there. What about Reflector Mage? Combos with Eldrazi Displacer.
I took the list that Todd Stevens recommended in his article last week to my LGS's Friday/Saturday Modern events and promptly went 6-0 over both days.
This deck is unbelievably real. It's the most consistent post-Eye of Ugin ban Eldrazi deck I've ever played and it casts the most turn-2 Thought-Knot Seers thanks to the mana dorks. It also has access to "super Ponder" Ancient Stirrings, the best one mana removal spell, four maindeck Cavern of Souls for blue decks, a creature suite that is largely resistant to Lightning Bolt and Abrupt Decay, and a great lategame in Eldrazi Displacer + Drowner of Hope. The deck just feels like it has it all and I'm looking forward to testing it in the next few weeks.
I was wondering how we felt about the deck's apparent vulnerability to Blood Moon. With the way the lists are currently built, a Blood Moon would lock us out of our best creatures (including Drowner, as we usually run zero basic Island) and we don't have enough fetches to reliably fetch the basics we do play before a Moon comes down or a cheap way to deal with Moon after it resolves (we do have World Breaker at 7 mana).
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Special thanks to Hakai Studios and SushiOtter for the sig!
Legacy:UR Sneak and Show IUBG Team America IX Metalworker MUD Modern:UBR Blue Jund IWBX Eldrazi Processors IX Affinity IWRG Nacatl Burn IGR Tron IUBR Grishoalbrand
I was wondering how we felt about the deck's apparent vulnerability to Blood Moon. With the way the lists are currently built, a Blood Moon would lock us out of our best creatures (including Drowner, as we usually run zero basic Island) and we don't have enough fetches to reliably fetch the basics we do play before a Moon comes down or a cheap way to deal with Moon after it resolves (we do have World Breaker at 7 mana).
I've been looking into this myself, and the cards that caught my eye most were celestial purge and natural state. Natural state seems like it can take care of just about any problem artifact/enchantment, because I can't think of any common 4+ mana ones that affect this deck's gameplan. We also have green mana available very often to help cast it from floated mana or even after a resolved moon. Celestial purge's usefulness against red and black permanents seems okay, but I don't really know what matchups we really want that effect in. It kills bob, lili, and Kalitas which is okay, and I guess it can kill burn/zoo creatures too.
One question, how does this deck wins tron? Also merfolks doesnt seem to be a good pairing right?
Im starting to playing it and I like it A LOT!
I played a few games against RG Tron and actually haven't found it to be that bad. Their Pyroclasm effects and Ugins are mostly dead and your creatures can come out fast enough to put pressure on them. Path to Exile also lines up very nicely against most of their creatures and Displacer + Thought-Knot really shines as a way to lock them out of casting their threats.
I played a round against Merfolk at my LGS. I beat it rather handily but I'm not convinced that it was a good representation of the matchup as he didn't draw a single Spreading Seas effect, which sounds pretty good against us. 3x Engineered Explosives postboard really helps the matchup, though, and I think we're favoured postboard.
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Special thanks to Hakai Studios and SushiOtter for the sig!
Legacy:UR Sneak and Show IUBG Team America IX Metalworker MUD Modern:UBR Blue Jund IWBX Eldrazi Processors IX Affinity IWRG Nacatl Burn IGR Tron IUBR Grishoalbrand
I watched a guy playing from the Merfolk perspective and really the only thing they have to mess with us is Spreading Seas on Eldrazi Temple. Do be careful though of flashed in Harbinger of the Tides(because it can hit Reality Smasher without a discard) and the number one Path target is Merrow Reejerey since it does exactly what our Drowner does.
One question, how does this deck wins tron? Also merfolks doesnt seem to be a good pairing right?
Im starting to playing it and I like it A LOT!
The deck is disadvantaged vs Tron game 1 fairly heavily (like all mid-range decks). I'd say it's 40-60 or maybe even 35-65 vs Tron. Post board games get a lot better. We might be 55-45 post-board. I've grinded a lot of games vs Tron with this deck. Thalia, Guardian of Thraben is much better in this match-up than Spellskite. She slows down their digging and land searching, and applies pressure where spellskite does nearly nothing. She also forces Karn Liberated to come down a turn later, which is critical in allowing us to get a TKS and take it before it's cast. Because this version of RG Tron lost the inevitability of Eye, they can't reload on threats as easily as they used to. Sometimes taking their one bomb is enough to seal the game.
I have no experience vs Merfolk, but my educated guess is that it's not a great match-up. I think if they get to turn on island-walk they'll win more often than not. I'd avoid fetching Hallowed Fountain/Breeding Pool at almost all costs.
The thing with World Breaker is that exiling their lands can be very good if Silence did its job. Of course we can have the luxury of cutting Drowner fat for World Breaker which, it might cost 1 more mana, but its impact on the board is much greater. And, the tap ability really doesn´t acomplish much here.
I will keep testing this matchup to see if this is correct sideboarding, maybe Drowner helps with the race.
pretty new to magic and been loving all the eldrazi!
What do you guys think of Bant vs RG Eldrazi (last month's flavor). RG is packed with removal so I've breezed through aggro decks like infect, and with the extra bolt reach, I've made it through control and combo. I got destroyed by Bant though. Stuff just came out faster, while Displacers really locked down my guys. Looked so fun.
Is Bant the best evolution of the Eldrazi shell, or just another flavor? My wallet wants to know!!
Disclaimer: I threw the deck together when I arrived at my LGS after work. I forgot a couple cards at home and with my meta being overrun by control decks.. the following was my decklist:
4x Noble Hierarch
2x Birds of Paradise
4x Eldrazi Displacer
4x Matter Reshaper
4x Thought-knot Seer
4x Reality Smasher
4x Drowner of Hope
1x Worldbreaker
Planeswalker:
1x Ajani, Mentor of Heros
Instant/Sorceries:
4x Path to Exile
4x Ancient Stirrings
Lands:
4x Eldrazi Temple
4x Windswept Heath
3x Brushlands
3x Cavern of Souls
2x Yavimaya Coast
1x Hallowed Fountain
1x Breeding Pool
1x Temple Garden
1x Forest
1x Plains
1x Waste
1x Mutavault
1x Ghost Quarter
4x Stubborn Denial
3x Grafdigger's Cage
2x Stony Silence
1x Disenchant
3x Wrath of God
1x Mark of Asylum
1x Endbringer
Meh, list was close enough and while it definitely needs tuning.. it does get the job done and the core pieces are there.
Round 1 Grixis Control (2-0)[1-0]:
Game 1 I led with a Noble Hierarch and on turn 2 he goes to bolt it. I use my open mana to path it and drop a T3 Reality Smasher and started breaking down face. He used a dreadbore+discard to kill it on his turn 3. I rip a Stirrings off the top, use it and find another Smasher and drop it to keep the beats coming. He kills my Smasher yet again but is tapped out with no cards in hand. I don't have a ton of gas in hand (1 TKS) and his visions comes off suspend next turn. I animate Mutavault and crash in to put him at 1. Visions resolves and he passes the turn. I play a TKS and see he got 3 lands and a Spell Snare. Animate Mutavault and lethal him. Game 2 I landed a turn 1 Grafdiggers Cage and a T3 TKS to see I had stranded 2 Snapcasters in his hand. He couldn't find a red source early and by the time he did I had lethal and a Drowner of Hope to tap down Thing in the Ice and his flashed in Snapcaster Mage.
Round 2 Goblins (2-1)[2-0]:
Game 1 was pretty cut and dry. I kept an ok hand but it couldn't catch up to his draw. I was forced to use a path on a Goblin Piledriver which allowed him to kill a Matter Reshaper. I was about 1 turn from stabilizing but he had the extra bolts to kill me before then. Game 2 was much different I ramped out a turn 3 Drowner of hope to tap his 2 attackers. I then dropped a Eldrazi Displacer and crashed in for 7 with Drowner. He scooped to game 3 because he couldn't get around the lock I had created. Game 3 I stabilized in similar fashion and was able to lethal him down. He had me at 9 and his only out was double Goblin Grenade.. Luckily he didn't draw it.
Round 3 RG Land Destruction (0-2)[2-1]:
This match was pretty miserable but not very common. His deck runs a bunch of Stone Rain, Acid Moss and Beast Within effects to accompany 4 Blood Moons which we tries to ramp out turn 2 with Utopia Sprawl. Game 1 there wasn't much I could do as he dropped the Blood Moon on turn 3 and then followed it up by destroying my basic. He eventually gets to Inferno Titan killing both my mana dorks and I move to game 2. I almost got there this game. He tries to jam a turn 2 Blood Moon which gets hit by Stubborn Denial. I then drop a T3 TKS and take a Beast within. He has essentially nothing left in hand. I get a turn of breathing room til he finds another Blood Moon. I fetch in response and get my basic plains because I have 2 Paths in hand for his Inferno Titans. I knock him down to 8 on my turn. He topdecks a Thrun and has enough mana to regenerate it... frick. The next topdeck is a Stone Rain which hits my Plains. I made a little misplay here because I floated white and meant to path my TKS to get my Waste (so I could play the 2 TKS I had stranded in hand and then hopefully draw into a Reality Smasher which could swing through the Thrun). I don't know if it actually mattered because he found a Fulimator Mage within the next couple turns and I never drew the Smasher which is what I'd need to win. Oh well, when you play a deck with a manabase like this you accept that you can lose to Mono Blood Moon/Land Destruction.dek.
Game 4 Jeskai Control(2-0)[3-1]:
This is a very good player from my area who typically plays Jund but has a lot of practice with other decks (he split the top prize for a showdown at GP LA with Titanshift last weekend too). Unfortunately neither of these games were very close. Game 1 he had to mulligan down to 4 and Game 2 he got stuck on 2 lands. The only remarkable thing (could have been just because he was bitter about the bad variance) was that he insists that Jeskai Control is heavily favored in that matchup. I have a hard time believing that to be the case for several reasons. They want to counter most of your big threats which Cavern of Souls refuses to let them do. Secondly I bring in Mark of Asylum out of the board which means their only way to kill my threats is Verdict, Elspeth -2 for power>3 and Path to Exile. Between Displacer, Smasher and TKS, I find it hard to believe that they would be able to keep many of those threats long enough to win the game. Snapcaster gets shut down by Grafdigger's Cage and Word Breaker does work if the game does go long. Elspeth Sun's Champion isn't even that great of an answer to a full board from us. Her tokens can be tapped with Drowner of Hope, blinked with Displacer and Trampled over with Smasher. This makes them unable to protect her efficiently. Her -2 can kill TKS, Smasher and Drowner for sure but that leaves Scions, Mutavault, Displacer, Reshaper and the Hierarch to kill her on the crack back (god forbid another Smasher held in hand). I am not advocating the matchup is entirely in our favor either but he refused to believe that had he not gotten land screwed, he clearly would come out the winner.
Anyway, I am back at it again tonight and will post likely on Tuesday about how it went (I typically post my tournament reports while I am at work and I have Monday off for Memorial Day). Anyway, have a great weekend yall and remember to keep Smashing!
Affinity pre-board is very rough unless you have a fast hand from what I've seen, not a lot of ways to interact and they can simply go over us in the air.
Post board however, the game changes to slightly in our favor with some great hate in stony silence, engineered explosives, etc. I feel like you go from being down 40/60 pre board to being up 55-45 or so post board. You win if you draw your hate basically.
They will have a better boardstate 80% of the time.
And yes, unless you are Pascal Maynard and Affinity player goes T1 Thoughtseize on your Stony Silence you should be good.
This deck has some serious racing ability, i can not point this out enough.
Game 1, if you know you are against Affinity, mull to Ancient Tomb and Smasher, those are the best ways to close the game as fast as possible.
Game 2, you can play control role. Watchout for Blood Moon.
Game 1 is pretty hard, the more temples in hand the better it gets.
Game 2, Timely Reinforcements is our plan, cut most of the fat, like Drowner and should be good.
Explosives can be good here, but i really don´t know what would they sb. Maybe they take most of their creatures since ours outclass theirs very fast.
Really glad to see the discussion here picking up a bit.
Geist is interesting. We have 5-6 dorks, which is enough to T2 Geist a reasonable amount. I's say it certainly improves our clock vs combo. We already kind of auto-win vs Jeskai and Grixis control however. I'd be a little afraid of any deck that might be siding in Anger of the Gods. Anger is only mediocre vs us however, since TKS/Smasher/Drowner all dodge it. Geist of Saint Traft definitely wrecks Jeskai if they have no sweeper. Grixis still might have Pia/Tasigur/GDD, etc to block Geist though.
Modern -
How is Ajani in your deck? Is it worth the search ability?
Control/Combo are our easier match-ups the hard ones are aggro/burn, Geist doesn't really help there. What about Reflector Mage? Combos with Eldrazi Displacer.
Also MTGoldfish results for the deck: http://www.mtggoldfish.com/metagame/modern#online
Starting to get some 5-0 wins since the GPs.
I Stream MTGO on Twitch: broodwarjc
I also post recordings of those streams on Youtube: broodwarjcavidgamer
Standard Deck:
BUPirates
Modern Deck:
B8-Rack
Would help with the gy hate for all the control and abzan company around, and also some lifegain.
Thinking of cutting 1 displacer and the flex spot for these
This deck is unbelievably real. It's the most consistent post-Eye of Ugin ban Eldrazi deck I've ever played and it casts the most turn-2 Thought-Knot Seers thanks to the mana dorks. It also has access to "super Ponder" Ancient Stirrings, the best one mana removal spell, four maindeck Cavern of Souls for blue decks, a creature suite that is largely resistant to Lightning Bolt and Abrupt Decay, and a great lategame in Eldrazi Displacer + Drowner of Hope. The deck just feels like it has it all and I'm looking forward to testing it in the next few weeks.
I was wondering how we felt about the deck's apparent vulnerability to Blood Moon. With the way the lists are currently built, a Blood Moon would lock us out of our best creatures (including Drowner, as we usually run zero basic Island) and we don't have enough fetches to reliably fetch the basics we do play before a Moon comes down or a cheap way to deal with Moon after it resolves (we do have World Breaker at 7 mana).
Special thanks to Hakai Studios and SushiOtter for the sig!
Legacy: UR Sneak and Show I UBG Team America I X Metalworker MUD
Modern: UBR Blue Jund I WBX Eldrazi Processors I X Affinity I WRG Nacatl Burn I GR Tron I UBR Grishoalbrand
I've been looking into this myself, and the cards that caught my eye most were celestial purge and natural state. Natural state seems like it can take care of just about any problem artifact/enchantment, because I can't think of any common 4+ mana ones that affect this deck's gameplan. We also have green mana available very often to help cast it from floated mana or even after a resolved moon. Celestial purge's usefulness against red and black permanents seems okay, but I don't really know what matchups we really want that effect in. It kills bob, lili, and Kalitas which is okay, and I guess it can kill burn/zoo creatures too.
I played a few games against RG Tron and actually haven't found it to be that bad. Their Pyroclasm effects and Ugins are mostly dead and your creatures can come out fast enough to put pressure on them. Path to Exile also lines up very nicely against most of their creatures and Displacer + Thought-Knot really shines as a way to lock them out of casting their threats.
I played a round against Merfolk at my LGS. I beat it rather handily but I'm not convinced that it was a good representation of the matchup as he didn't draw a single Spreading Seas effect, which sounds pretty good against us. 3x Engineered Explosives postboard really helps the matchup, though, and I think we're favoured postboard.
Special thanks to Hakai Studios and SushiOtter for the sig!
Legacy: UR Sneak and Show I UBG Team America I X Metalworker MUD
Modern: UBR Blue Jund I WBX Eldrazi Processors I X Affinity I WRG Nacatl Burn I GR Tron I UBR Grishoalbrand
I Stream MTGO on Twitch: broodwarjc
I also post recordings of those streams on Youtube: broodwarjcavidgamer
Standard Deck:
BUPirates
Modern Deck:
B8-Rack
The deck is disadvantaged vs Tron game 1 fairly heavily (like all mid-range decks). I'd say it's 40-60 or maybe even 35-65 vs Tron. Post board games get a lot better. We might be 55-45 post-board. I've grinded a lot of games vs Tron with this deck. Thalia, Guardian of Thraben is much better in this match-up than Spellskite. She slows down their digging and land searching, and applies pressure where spellskite does nearly nothing. She also forces Karn Liberated to come down a turn later, which is critical in allowing us to get a TKS and take it before it's cast. Because this version of RG Tron lost the inevitability of Eye, they can't reload on threats as easily as they used to. Sometimes taking their one bomb is enough to seal the game.
I have no experience vs Merfolk, but my educated guess is that it's not a great match-up. I think if they get to turn on island-walk they'll win more often than not. I'd avoid fetching Hallowed Fountain/Breeding Pool at almost all costs.
Modern -
1 MB Mimic and 1 in the sb are the tools. Drowners are really not good here.
I don´t know much about Thalia in this deck, but the matchup seems unfavored but not bad, like the other midrange decks.
To be more illustrative, this is how i would sideboard against RG Tron playing Pascal´s lists fro GP LA:
Out: 2 Spellskite, 4 Drowner of Hope
In: 2 Stony Silence, 1 Negate, 1 Stubborn Denial, 1 Eldrazi Mimic, 1 World Breaker.
The thing with World Breaker is that exiling their lands can be very good if Silence did its job. Of course we can have the luxury of cutting Drowner fat for World Breaker which, it might cost 1 more mana, but its impact on the board is much greater. And, the tap ability really doesn´t acomplish much here.
I will keep testing this matchup to see if this is correct sideboarding, maybe Drowner helps with the race.
i've replaced cavern of souls for some basic lands due to it's outrageous cost.
and instead of spellskite, i'm running Duskwatch Recruiter
This is how it should like if i have all the cards i need.
3x Brushland
3x Cavern of Souls
4x Eldrazi Temple
2x Forest
2x Ghost Quarter
1x Hallowed Fountain
1x Plains
2x Temple Garden
4x Windswept Heath
2x Yavimaya Coast
2x Avacyn's Pilgrim
4x Birds of Paradise
4x Drowner of Hope
3x Duskwatch Recruiter
3x Eldrazi Displacer
4x Matter Reshaper
4x Reality Smasher
4x Thought-Knot Seer
4x Path to Exile
Sorcery (4)
4x Ancient Stirrings
The ability of blocking in the air is just that good. I will keep testing 3/3/3 split of 3 drops and report back.
What do you guys think of Bant vs RG Eldrazi (last month's flavor). RG is packed with removal so I've breezed through aggro decks like infect, and with the extra bolt reach, I've made it through control and combo. I got destroyed by Bant though. Stuff just came out faster, while Displacers really locked down my guys. Looked so fun.
Is Bant the best evolution of the Eldrazi shell, or just another flavor? My wallet wants to know!!
Im not totally sure about that, the deck is so soft to Blood Moon that basic Waste is pretty much a no brainer.
Also, the problem with Affinity, Infect and RG Tron makes me think that there´s still room for improvement.
The more the deck is played the more it improves, so time will tell.