What do you guys think of batterskull mained?
It seems like a less reward less risk version of WCE.
I have piloted tron for about 7 months and i still dont know why i find myself unable to switch out from my slaver tron into the new sweeper tron
What do you guys think of batterskull mained?
It seems like a less reward less risk version of WCE.
I have piloted tron for about 7 months and i still dont know why i find myself unable to switch out from my slaver tron into the new sweeper tron
Well without Stoneforge it's sorta hard to efficiently keep it alive. The germ dies to goyf, liliana, pulse. Returning it costs 3 then another 5 to replay it. Maybe it's best left in the SB.
Private Mod Note
():
Rollback Post to RevisionRollBack
Legacy Decks:
Elves
Loam Depths
Goblin Stompy
Kobold Aggro
GB Nic Fit
Pod Nic Fit
12 Post
Pattern Combo
Squirrel Stompy
Modern Decks:
Amulet of Vigor Combo
Restore Balance
Cascade Swans
Mono U Tron
Through the Breach
Elves
Mono Red Control
Tooth and Nail Tron
Leviathans
Well without Stoneforge it's sorta hard to efficiently keep it alive. The germ dies to goyf, liliana, pulse. Returning it costs 3 then another 5 to replay it. Maybe it's best left in the SB.
If you were casting Pulse, wouldn't it make more sense to target the Batterskull?
I was actually pondering Batterskull myself. It does have some advantages over Wurmcoil Engine. It's less vulnerable to Path to Exile, it costs less mana (which is good because you don't always have all 7 mana the turn you get Urzatron online, plus if you're forced to "hardcast" it it's easier), and it's able to simultaneously attack and block. I don't think I'd really be playing it as more than a 1-of, but it's a decent card for the deck. And it does cost a total of 8 mana to bounce it and replay it, but again, compared to Wurmcoil Engine it gives you the option against cards like Path to Exile rather than it automatically exiling it permanently.
How is Platinum Angel for the deck, possibly in the sideboard? If they don't have a way to get rid of it, you're made invulnerable.
can't really afford groves (I have 2x.) is Karplusan Forest a good substitute? (I realize taking damage and giving them life are 2 different things, but figured I wanted the mana to come into play untapped)?
Private Mod Note
():
Rollback Post to RevisionRollBack
I just want people who redraft to admit this:
"I can't draft objectively unless I am able to guarantee that I receive at least 3 rares. I am also better than most average/new players so I want to make sure that I get the best rares and they end up with worse ones. I care more about the monetary value of cards than actually playing the game for decent prizes."
can't really afford groves (I have 2x.) is Karplusan Forest a good substitute? (I realize taking damage and giving them life are 2 different things, but figured I wanted the mana to come into play untapped)?
some guy got 8th place in a premier event with 2 karplusan forests and 2 groves
I think batterskull is fine mainboard. We generate a ton of mana and we can easily leave the bounce effect up at most times. Don't need many, but it is quite the problem for midrange and control strategies. *fixed
How is Platinum Angel for the deck, possibly in the sideboard? If they don't have a way to get rid of it, you're made invulnerable.
Ironically enough, I've played a few games with the Angel. It's actually worked out decently enough. It buys you turns to get Tron online unless they have a way to kill it straight away. Costing 7 mana hurts it because when we hit 7 mana we want Karn or Wurmcoil but if you get stiffed, the angel will you buy some time
OK, I have been looking through the Modern Daily results, and have noticed a few decks taking on Mindslaver in the SB but no Academy Ruins. Any point in going this route? Is there a deck that totally gets hosed by a mindslaver where it is worth taking up slots that could be used for other hate like Firespout, Combust, Thorn and Rule of Law? (The other cards in SBs that I see often.)
It really isn't difficult at all. In a nutshell, it goes like this:
GR: The goal is reaching Tron mana, then overpowering your opponent
- Cycle (sacrifice + draw card) your artifacts, fix color to G unless you want a different color for a specific purpose/card. Try to cycle before laying land maximize the chances of finding Tron piece.
- Use tutors + dig/cycle to assemble Tron, or search for something to spend your mana on. Think about what tutor/bomb card to toss into their counterspell so the next one may resolve.
- Utilizing enough of your mana each turn, and thinking about how much mana is available to you (including 'ramping' via Scrying/Map into a tower, for net gain of 1 mana). Very often you need to keep track of mana floating in your pool and different colors.
- Prepare to take some damage while you dig and search for Tron. Pyroclasm and Firespout help you limit pressure on your life total, Oblivion Stone gives you space for Karn to take control the following turn.
- If on the table, attack with Wurmcoil and use Karn before popping Oblivion Stone.
It's incredibly easy to play, once you get used to cycling your 1CMC artifacts and get used to drawing and digging through cards with Tutors and Stirrings. Just get used to managing your mana and calculating what is available to you now and possibly next turn. You'll soon learn that there are times you will be taking damage this turn and searching for Emrakul to win next turn, or times you just want to play Wurmcoil/Karn and squeeze your opponent.
......
The real beauty of GR Tron comes with the sideboard;
This is the backbone of SB material; fight Splinter Twin or Restoration Angel, Affinity decks, and Stony Silence. Depending on your Sweeper setup in the mainboard, may also be an O-Stone/ Pyroclasm tucked into the sideboard.
......
Then comes example cards to help you fight combo or fast decks:
There isn't a great deal more than this to learn, except for specific card rules, interactions, and deck matchups. You dump artifacts, draw cards, wipe the table, play Karn, Wurmcoil or Mindslaver, go late game with Emrakul.
How can we deal with infect? I ran into it at a tournie and it just railed me... none of my spells did much... how do you deal with the infect match up?
How can we deal with infect? I ran into it at a tournie and it just railed me... none of my spells did much... how do you deal with the infect match up?
The solution is Melira, sylvok outcast. Some players board in 3 melira and 2 Spellskite. With the aid of 4 pyroclasm main, the matchup turns from nightmare to acceptable.
The solution is Melira, sylvok outcast. Some players board in 3 melira and 2 Spellskite. With the aid of 4 pyroclasm main, the matchup turns from nightmare to acceptable.
So we should dedicate 5 slots to those cards to make it work? what would you take out to side in? Should the Wurmcoils stay in?
Well, you can also run Split Second - that'll totally destroy an infect player pumping his creature for lethal. Pyroclasm is very useful in this matchup as well as Spellskite.
I have seen that some people have Electrickery in their board. As an Instant it can even kill Inkmoth Nexus, plus it is good against Affinity wich also packs alot of 1 toughness creatures.
How can we deal with infect? I ran into it at a tournie and it just railed me...
Quote from Proletarii »
Well, you can also run Split Second - that'll totally destroy an infect player pumping his creature for lethal. Pyroclasm is very useful in this matchup as well as Spellskite.
Infect generally runs a bunch of Dismember and artifact hate in their sideboard (Nature's Claim, Ancient Grudge, Seal of Primordium). So whilst Spellskite with absolutely hose all their pump spells, it'll never hang around for very long. But it also has extra uses against RDW and a lot of rogue decks.
Sudden Shock, Pyroclasm, Spellskite. Ancient Grudge will probably be in your sideboard for other matchups but is great for removing Inkmoth too.
A lot of Infect players are too greedy to use Seal of Primordium, and instead use Nature's Claim. If you really want to be nasty, use Chalice of the Void with X=1 (2CMC). It turns off a lot of your deck, but it also turns off the Infect player; he can play/attack with Blighted Agent, Plague Stinger or Ichorclaw Myr and Inkmoth Nexus, with no pump spells, while you can Pyroclasm or Sudden Shock or Ancient Grudge and still use Sylvan Scrying to develop your Tron.
I find that the only ways to really lose to infect are basically losing turn 2 to a huge pump or Inkmoth Nexus. Having the one Ghost Quarter is great and honestly I serach it up if I am worried at all. I Sideboard in about 8 cards in total and it really changes the dynamic of the match.
Obviously you lose some control and a little cantrip, but you do have the potential to have a two card combo game 1 which is easily searchable thanks to ancient stirrings+mycosynth.
Maybe not the most optimal, just brainstorming innovation.
Then again, I went 1-3 drop, so you probably don't want to take my advice as gospel. :-P
It seems like a less reward less risk version of WCE.
I have piloted tron for about 7 months and i still dont know why i find myself unable to switch out from my slaver tron into the new sweeper tron
also check me out on fb
Well without Stoneforge it's sorta hard to efficiently keep it alive. The germ dies to goyf, liliana, pulse. Returning it costs 3 then another 5 to replay it. Maybe it's best left in the SB.
Elves
Loam Depths
Goblin Stompy
Kobold Aggro
GB Nic Fit
Pod Nic Fit
12 Post
Pattern Combo
Squirrel Stompy
Amulet of Vigor Combo
Restore Balance
Cascade Swans
Mono U Tron
Through the Breach
Elves
Mono Red Control
Tooth and Nail Tron
Leviathans
Krenko Combo
Jaya LD
Zirilan Dragons
Omnath
I was actually pondering Batterskull myself. It does have some advantages over Wurmcoil Engine. It's less vulnerable to Path to Exile, it costs less mana (which is good because you don't always have all 7 mana the turn you get Urzatron online, plus if you're forced to "hardcast" it it's easier), and it's able to simultaneously attack and block. I don't think I'd really be playing it as more than a 1-of, but it's a decent card for the deck. And it does cost a total of 8 mana to bounce it and replay it, but again, compared to Wurmcoil Engine it gives you the option against cards like Path to Exile rather than it automatically exiling it permanently.
How is Platinum Angel for the deck, possibly in the sideboard? If they don't have a way to get rid of it, you're made invulnerable.
Watch Play Read
Twitter
some guy got 8th place in a premier event with 2 karplusan forests and 2 groves
http://www.mtgo-stats.com/decks/37007
so you can do it but it's obviously not optimal
Standard
UW U/W Human Aggro UW
Modern
RG Karn Tron GR
Ironically enough, I've played a few games with the Angel. It's actually worked out decently enough. It buys you turns to get Tron online unless they have a way to kill it straight away. Costing 7 mana hurts it because when we hit 7 mana we want Karn or Wurmcoil but if you get stiffed, the angel will you buy some time
Come join us in the MTGSalvation chat ||| My trade thread. ||| My Personal Modern Blog: The Fetchlands
GUW Bant Enchant
RG Aggro
GRBUW Maze's End
Modern
WBG Melira Pod
RBUG Infect
RG Tron
UWR Affinity
RGW Enchantment Tokens
Legacy
RRR Burn
Commander
WBR Kalia
It really isn't difficult at all. In a nutshell, it goes like this:
It's incredibly easy to play, once you get used to cycling your 1CMC artifacts and get used to drawing and digging through cards with Tutors and Stirrings. Just get used to managing your mana and calculating what is available to you now and possibly next turn. You'll soon learn that there are times you will be taking damage this turn and searching for Emrakul to win next turn, or times you just want to play Wurmcoil/Karn and squeeze your opponent.
......
The real beauty of GR Tron comes with the sideboard;
I think you must include at least
This is the backbone of SB material; fight Splinter Twin or Restoration Angel, Affinity decks, and Stony Silence. Depending on your Sweeper setup in the mainboard, may also be an O-Stone/ Pyroclasm tucked into the sideboard.
......
Then comes example cards to help you fight combo or fast decks:
Ground Seal - when Relic of Progenitus is not enough, or you expect Ghost Quarter/ Tectonic Edge + Surgical Extraction/Extirpate to hit your Tron, or limit graveyard interactions such as Snapcaster Mage.
Sudden Shock - Kill infect creatures, they can't be pumped.
Spellskite - Limit damage from ground attack/R Burn/steal Infect pumps.
Batterskull - constant flow of lifegain and chump blocks.
Faith's Shield - combat tricks, protect your permanent, makes Storm fizzle.
Slaughter Games - Uncounterable removal of combo pieces or hate, such as Scapeshift, Polymorph, Sowing Salt, or to preemptively deal with cards.
Sundering Titan - Can be searched via Eye of Ugin, has a huge backside, destroys all teh landz.
There isn't a great deal more than this to learn, except for specific card rules, interactions, and deck matchups. You dump artifacts, draw cards, wipe the table, play Karn, Wurmcoil or Mindslaver, go late game with Emrakul.
The solution is Melira, sylvok outcast. Some players board in 3 melira and 2 Spellskite. With the aid of 4 pyroclasm main, the matchup turns from nightmare to acceptable.
So we should dedicate 5 slots to those cards to make it work? what would you take out to side in? Should the Wurmcoils stay in?
:symr:RG Karn Tron:symg:
:symu:UR Storm:symr:
Split Second, meaning Sudden Shock
Infect generally runs a bunch of Dismember and artifact hate in their sideboard (Nature's Claim, Ancient Grudge, Seal of Primordium). So whilst Spellskite with absolutely hose all their pump spells, it'll never hang around for very long. But it also has extra uses against RDW and a lot of rogue decks.
Sudden Shock, Pyroclasm, Spellskite. Ancient Grudge will probably be in your sideboard for other matchups but is great for removing Inkmoth too.
A lot of Infect players are too greedy to use Seal of Primordium, and instead use Nature's Claim. If you really want to be nasty, use Chalice of the Void with X=1 (2CMC). It turns off a lot of your deck, but it also turns off the Infect player; he can play/attack with Blighted Agent, Plague Stinger or Ichorclaw Myr and Inkmoth Nexus, with no pump spells, while you can Pyroclasm or Sudden Shock or Ancient Grudge and still use Sylvan Scrying to develop your Tron.
You caught me. Thanks for pointing that out!
:symr:RG Karn Tron:symg:
:symu:UR Storm:symr:
I was thinking something like this
2 Forest
1 Ghost Quarter
4 Grove of the Burnwillows
4 Urza's Mine
4 Urza's Power Plant
4 Urza's Tower
3 Wurmcoil Engine
4 Ancient Stirrings
4 Chromatic Sphere
4 Chromatic Star
4 Expedition Map
4 Pyroclasm
4 Sylvan Scrying
4 Vandalblast
4 Karn Liberated
Obviously you lose some control and a little cantrip, but you do have the potential to have a two card combo game 1 which is easily searchable thanks to ancient stirrings+mycosynth.
Maybe not the most optimal, just brainstorming innovation.
Outdated Mafia Stats