You can't tutor thragtusk with eye of ugin or ancient stirrings.
Also i'm not sure how often you'd be able to cast a thragtusk before a wurmcoil. That only happens if you can't build tron and you have access to green mana. If you hit turn 3 tron, you can always cast wurmcoil. If you hit turn 3 tron, you need a sphere/star to cast thragtusk.
If you're worried about exiling effects you can run myr battlesphere, phyrexia's core, or if you want an 8cmc threat sundering titan. Though I don't think these cards are that good. But has anyone tested battlesphere?
I'm thinking I might run Through the Breach in mine, at least in the sideboard. There's a guy at my LGS who runs Faeries that can be tough, particularly when he can hold a Mistbind lock for a few turns. I figured responding to Mistbind with Breach into an Eldrazi should sort that out.
I'm also considering running one Ulamog, the Infinite Gyre, Kozilek, Butcher of Truth or one of each. I've had more than one matchup where I ran out of gas after hitting Tron due to not hitting any threats and running out of draw. I figure Kozi is an uncounterable draw 4 cards spell, and Ulamog is an uncounterable Vindicate. I think being able to draw 4 cards on T4 would be some serious card advantage and enough to fix threat less hands.
On the other hand, you better hope your opponent doesn't have Act of Treason or something similar if you land one of them
Edit: I'm home sick from work today, so I read the entire thread. I think I may ditch Mindslaver lock. It's won me a few games, but it does take a while to get it active and if you don't have recursion ready may do nothing except time walk. I think I'll try some O Stones and Breach.
I'd predict RG Artifact Tron has a horrid time against UGr Scapeshift Combo, but I'll need to test the match-up. I know I shoved RG Valakut Ramp against that deck and Scapeshift won most of the pre-board games.
What can swing games in your favour is Karn Stone Raining them. Of course, they can just Remand or otherwise counter him and combo off. If he resolves, he may Stone Rain once and then get horridly injured by random Coiling Oracles and Wood Elves.
Start off with 20 life and you need 3 hits with a Wurmcoil to get them out of 8-land Scapeshift range (that deals 36 damage).
I'd predict RG Artifact Tron has a horrid time against UGr Scapeshift Combo, but I'll need to test the match-up. I know I shoved RG Valakut Ramp against that deck and Scapeshift won most of the pre-board games.
What can swing games in your favour is Karn Stone Raining them. Of course, they can just Remand or otherwise counter him and combo off. If he resolves, he may Stone Rain once and then get horridly injured by random Coiling Oracles and Wood Elves.
Start off with 20 life and you need 3 hits with a Wurmcoil to get them out of 8-land Scapeshift range (that deals 36 damage).
Mind helping me out with an anti tron decision?
Say I have Sigarda Host of Herons and a Stinkweed Imp on the field, as well as a Chalice of the Void with seven counters. Could this deck still operate under these conditions, even with an Emmy out?
Private Mod Note
():
Rollback Post to RevisionRollBack
"I am disillusioned enough to know that no man's opinion on any subject is worth a damn unless backed up with enough genuine information to make him really know what he's talking about."
-H. P. Lovecraft
I think Slaver may make a comeback to combat Valakut since Slaver locks are faster to activate than Scapeshift combo. Maybe add a few shock lands to the manabase to run blue for counters and run RGu and Academy Ruins - but that will take away from RG's consistency.
Private Mod Note
():
Rollback Post to RevisionRollBack
[CENTER]Currently Playing
Modern RG RG Tron GR RUG RUG Twin RUG X Affinity X
Or... Mindslaver, their Scapeshift, and then combo off their Valakut, the Molten Pinnacle for them... targeting your opponent. *Valakut can hit any target creature or player, so you can win a game shouting, "Stop hitting yourself!"
Private Mod Note
():
Rollback Post to RevisionRollBack
Vive, vale. Siquid novisti rectius istis,
candidus inperti; si nil, his utere mecum.
~~~~~
I never liked using the 8 cantrip artifacts, and don't have fourth Karn either. Titan and Summoning Trap are just so powerful, I have to use them; Sowing Salt is less of an issue if you start swinging with Primeval, and Summoning Trap makes a mockery of Remand. If you get attacked with Discard effects, you are also more likely to topdeck some action. Shaving two of the Urza pieces decreases the chance of opening with Tron and walking out a T3 Karn, but now I can bait counters and go nuts on turn 4, as well as having a backup beatdown plan if necessary.
The Guilded Lotus was included simply because it is foil, but I'm actually very impressed with it; given the lack of Chromatic Star and 4th Karn and addition of GG cards, it always helps you accelerate or dig, essentially acting as a colored Tower.
I never liked using the 8 cantrip artifacts, and don't have fourth Karn either. Titan and Summoning Trap are just so powerful, I have to use them; Sowing Salt is less of an issue if you start swinging with Primeval, and Summoning Trap makes a mockery of Remand. If you get attacked with Discard effects, you are also more likely to topdeck some action. Shaving two of the Urza pieces decreases the chance of opening with Tron and walking out a T3 Karn, but now I can bait counters and go nuts on turn 4, as well as having a backup beatdown plan if necessary.
The Guilded Lotus was included simply because it is foil, but I'm actually very impressed with it; given the lack of Chromatic Star and 4th Karn and addition of GG cards, it always helps you accelerate or dig, essentially acting as a colored Tower.
Seems inconsistent with the 1 and 2-ofs. Also cutting your dig.
Seems inconsistent with the 1 and 2-ofs. Also cutting your dig.
Cutting my dig via 4 Chromatic Spheres? It may look that way, maybe you are just too used to playing with a billion cantrips You can see that there are around 18 cards that replace themselves; 4 only grab colorless cards, 4 grab Land/Tron, and the rest cycle.
I play this in paper and not online, so it's also more fun than playing Turn 3 Karn and being 'that guy who plays Tron for T3 Karn', although this point is irrelevant:D It has a plan B besides Karn, who doesn't always win you the game, even on Turn 3.
Chromatic star is just better than chromatic sphere.
I really do like the ground seal but not as a main deck cantrip, it is just a bad explore and an even worse relic of progenitus.
I understand, and guess Ground Seal could be moved from maindeck. Prefer Sphere artwork over Star though My main issue is folding to a Chalice of the Void at 1, which is why I refuse to run the extra cantrip artifacts.
That said, not running expedition map is in my opinion a mistake, it is the card that with 2 tron pieces goes Karn turn 3. Same with sylvan scrying and the 8 chromatic, tron land turn 1 + chromatic sphere or star, another pieces of tron turn 2 with the cycling of the chromatic and the other mana sylvan scrying and Karn turn 3. But it is less resilient to the discards effect.
Anyone playing GR Tron is probably going to use 4 Scrying and 4 Maps (I definitely am anyways), we can agree here! I just don't think it's necessary to run a full 8+ 1CMC cantrips, so have cut them for Primeval + Trap, for reasons explained above.
Personally, I think that you should try the Relics of Progenitus in the main deck because they disrupt cards like Tarmogoyf and Snapcaster Mage, which is a big plus for a cantrip. To fit them in, I'd say move a Pyroclasm to the side, drop an Explore or two (18 lands is not conducive to fully utilize this card), and maybe Prophetic Prism. Right now, I'm maining 3 because I couldn't squeeze in the fourth, so perhaps a a two of would be a better start since 4 mained isn't mandatory.
Private Mod Note
():
Rollback Post to RevisionRollBack
Vive, vale. Siquid novisti rectius istis,
candidus inperti; si nil, his utere mecum.
~~~~~
Personally, I think that you should try the Relics of Progenitus in the main deck because they disrupt cards like Tarmogoyf and Snapcaster Mage, which is a big plus for a cantrip. To fit them in, I'd say move a Pyroclasm to the side, drop an Explore or two (18 lands is not conducive to fully utilize this card), and maybe Prophetic Prism. Right now, I'm maining 3 because I couldn't squeeze in the fourth, so perhaps a a two of would be a better start since 4 mained isn't mandatory.
If I drop any Explore then I wont run it at all. Then what 4 SB cards to add?
Personally, if you're dedicated to trying 4 or 0, then I'd try zero and see how well it works. I play 3 because they're not dead often enough to justify some use, but often I'm just playing a green cantrip.
Also i'm not sure how often you'd be able to cast a thragtusk before a wurmcoil. That only happens if you can't build tron and you have access to green mana. If you hit turn 3 tron, you can always cast wurmcoil. If you hit turn 3 tron, you need a sphere/star to cast thragtusk.
If you're worried about exiling effects you can run myr battlesphere, phyrexia's core, or if you want an 8cmc threat sundering titan. Though I don't think these cards are that good. But has anyone tested battlesphere?
I'm also considering running one Ulamog, the Infinite Gyre, Kozilek, Butcher of Truth or one of each. I've had more than one matchup where I ran out of gas after hitting Tron due to not hitting any threats and running out of draw. I figure Kozi is an uncounterable draw 4 cards spell, and Ulamog is an uncounterable Vindicate. I think being able to draw 4 cards on T4 would be some serious card advantage and enough to fix threat less hands.
On the other hand, you better hope your opponent doesn't have Act of Treason or something similar if you land one of them
Edit: I'm home sick from work today, so I read the entire thread. I think I may ditch Mindslaver lock. It's won me a few games, but it does take a while to get it active and if you don't have recursion ready may do nothing except time walk. I think I'll try some O Stones and Breach.
Want to be a better Magic player? Read the rulings forum and check out the comprehensive rules!
What can swing games in your favour is Karn Stone Raining them. Of course, they can just Remand or otherwise counter him and combo off. If he resolves, he may Stone Rain once and then get horridly injured by random Coiling Oracles and Wood Elves.
Start off with 20 life and you need 3 hits with a Wurmcoil to get them out of 8-land Scapeshift range (that deals 36 damage).
Probably your best sideboard hate is Leyline of Sanctity.
Witchbane Orb? Tutorable.
Say I have Sigarda Host of Herons and a Stinkweed Imp on the field, as well as a Chalice of the Void with seven counters. Could this deck still operate under these conditions, even with an Emmy out?
"I am disillusioned enough to know that no man's opinion on any subject is worth a damn unless backed up with enough genuine information to make him really know what he's talking about."
-H. P. Lovecraft
also check me out on fb
Modern
RG RG Tron GR
RUG RUG Twin RUG
X Affinity X
Or... Mindslaver, their Scapeshift, and then combo off their Valakut, the Molten Pinnacle for them... targeting your opponent. *Valakut can hit any target creature or player, so you can win a game shouting, "Stop hitting yourself!"
candidus inperti; si nil, his utere mecum.
~~~~~
3 Wurmcoil Engine
4 Karn Liberated
4 Ancient Stirrings
4 Chromatic Sphere
4 Chromatic Star
4 Expedition Map
4 Explore
3 Oblivion Stone
3 Prophetic Prism
4 Pyroclasm
4 Sylvan Scrying
1 Forest
4 Grove of the Burnwillows
4 Urza's Mine
4 Urza's Power Plant
4 Urza's Tower
2 Ancient Grudge
4 Combust
4 Krosan Grip
1 Oblivion Stone
4 Relic of Progenitus
Thoughts?
2 Wurmcoil Engine
4 Primeval Titan
3 Summoning Trap
3 Karn Liberated
1 Oblivion Stone
1 Guilded Lotus
4 Ancient Stirrings
4 Chromatic Sphere
4 Expedition Map
4 Sylvan Scrying
2 Explore
2 Pyroclasm
2 Ground Seal
3 Prophetic Prism
1 Kessig Wolf Run
1 Khalni Garden
4 Grove of the Burnwillows
2 Forest
1 Mountain
3 Urza's Mine
3 Urza's Power Plant
4 Urza's Tower
2 Nature's Claim
1 Seal of Primordium
2 Ancient Grudge
2 Pyroclasm
2 Combust
2 Spellskite
2 Batterskull
1 Oblivion Stone
1 Sundering Titan
I never liked using the 8 cantrip artifacts, and don't have fourth Karn either. Titan and Summoning Trap are just so powerful, I have to use them; Sowing Salt is less of an issue if you start swinging with Primeval, and Summoning Trap makes a mockery of Remand. If you get attacked with Discard effects, you are also more likely to topdeck some action. Shaving two of the Urza pieces decreases the chance of opening with Tron and walking out a T3 Karn, but now I can bait counters and go nuts on turn 4, as well as having a backup beatdown plan if necessary.
The Guilded Lotus was included simply because it is foil, but I'm actually very impressed with it; given the lack of Chromatic Star and 4th Karn and addition of GG cards, it always helps you accelerate or dig, essentially acting as a colored Tower.
Seems inconsistent with the 1 and 2-ofs. Also cutting your dig.
Cutting my dig via 4 Chromatic Spheres? It may look that way, maybe you are just too used to playing with a billion cantrips You can see that there are around 18 cards that replace themselves; 4 only grab colorless cards, 4 grab Land/Tron, and the rest cycle.
I play this in paper and not online, so it's also more fun than playing Turn 3 Karn and being 'that guy who plays Tron for T3 Karn', although this point is irrelevant:D It has a plan B besides Karn, who doesn't always win you the game, even on Turn 3.
I understand, and guess Ground Seal could be moved from maindeck. Prefer Sphere artwork over Star though My main issue is folding to a Chalice of the Void at 1, which is why I refuse to run the extra cantrip artifacts.
Anyone playing GR Tron is probably going to use 4 Scrying and 4 Maps (I definitely am anyways), we can agree here! I just don't think it's necessary to run a full 8+ 1CMC cantrips, so have cut them for Primeval + Trap, for reasons explained above.
3 Wurmcoil Engine
4 Karn Liberated
4 Ancient Stirrings
4 Chromatic Sphere
4 Chromatic Star
4 Expedition Map
4 Explore
3 Oblivion Stone
3 Prophetic Prism
4 Pyroclasm
4 Sylvan Scrying
1 Forest
4 Grove of the Burnwillows
4 Urza's Mine
4 Urza's Power Plant
4 Urza's Tower
2 Ancient Grudge
4 Combust
1 Oblivion Stone
4 Plow Under
4 Relic of Progenitus
Personally, I think that you should try the Relics of Progenitus in the main deck because they disrupt cards like Tarmogoyf and Snapcaster Mage, which is a big plus for a cantrip. To fit them in, I'd say move a Pyroclasm to the side, drop an Explore or two (18 lands is not conducive to fully utilize this card), and maybe Prophetic Prism. Right now, I'm maining 3 because I couldn't squeeze in the fourth, so perhaps a a two of would be a better start since 4 mained isn't mandatory.
candidus inperti; si nil, his utere mecum.
~~~~~
If I drop any Explore then I wont run it at all. Then what 4 SB cards to add?
Explore is fine as a 2-of, try not to get too caught up in a 'multiples or nothing' mindset.
Well, that depends on whether or not you play all four Relic of Progenitus in your mainboard (while I'm having fun with a 3/1 split right now, I hear 2/2 is probably the most reasonable balance). As for side cards, you could another beater like a 4th Wurmcoil Engine, Sundering Titan, Ulamog, the Infinite Gyre, Kozilek, Butcher of Truth, or if you can get GG reliably enough, you could try Terastodon.
There's also hate like Krosan Grip, more Ancient Grudges, Seal of Primordium, Nature's Claim, or red land destruction like Stone Rain or these cards, or just land destruction cards like Tectonic Edge. But I dunno, see what works
candidus inperti; si nil, his utere mecum.
~~~~~