Now this is where I need your help, I am very new to the idea of a sideboard (I played allot of EDH). So what I need help from you guys is the most common deck in Modern meta (Splinter, Infect... etc) and I need to know how I would sideboard (what to take out and what goes in). Thanks!
Also any sugesstion about the deck and sb in general are always accepted with gratitude. Thanks in advance for your help!
My goal is to finish this chart and keep it in a sleeve in my deckbox until I can get better at sb. Thanks
The local meta at the shop has allot to home brew agro. Also I am new to modern, is 3 batters mulls over kill?
Yes. If aggro's that big of a problem, hit them with All is Dust, Pyroclasm, or Oblivion Stone. It's hard for them to kill you if you keep killing their threats. Wurmcoil Engine can pick up the slack from there.
Private Mod Note
():
Rollback Post to RevisionRollBack
Vive, vale. Siquid novisti rectius istis,
candidus inperti; si nil, his utere mecum.
~~~~~
The local meta at the shop has allot to home brew agro. Also I am new to modern, is 3 batters mulls over kill?
My local meta is full of creature based decks and o-stone and pyroclasm are enough to shut them down by the time Karn or Wurmcoil are online. I normally stabilize around 2 to 8 life and go off controlling the board. I run 4 Wurmcoil. Try it out. Maybe the 3 batterskuls is the right call for you. Test it out and let us know how it runs. The main problem is you can not search for it with eye so... try it and adjust from there.
If you're needing 4 Wurmcoils and 3 Batterskulls to stay alive in your aggro meta, then I suggest something like Silent Arbiter or Ensnaring Bridge to slow them down.
If you're needing 4 Wurmcoils and 3 Batterskulls to stay alive in your aggro meta, then I suggest something like Silent Arbiter or Ensnaring Bridge to slow them down.
Wait, how many cards do you normally have in your hands to make bridge worth the slot?
Wait, how many cards do you normally have in your hands to make bridge worth the slot?
That kinda depends on the size of the attacking creatures, how many artifacts you decide to cycle, how many Bridges you run/ how aggressively you can mull to find them, and whether you play Explore or not (which most dont).
Personally, I just run 3 Coils in main with Academy Ruins, and two sideboard Skulls. Bridge and Arbiter were just the first things that came to mind to fight aggro (when 7 lifegain creatures aren't enough rofl).
Or one could try Dawnglow Infusion, but they're probably better off with artifact-based lifegain.
With Ensnaring Bridge, you have to be careful: the only way you're now winning is if you stick an Oblivion Stone or Karn (or you somehow get to 6 cards in hand with a Wurmcoil).
It can buy time, but it's actually one of the best hosers against us, so be careful.
I can see it's standard to play 3 Oblivion Stone in the RG Tron list, but is it better than All is Dust? And why?
This was discussed last page.
O. Stone works better against Moon Effects. We can drop it down and wait with it, where AID needs us to have tron. It also sits as a nice gargoyle against twin.
(A gargoyle is a permanent that sits there and forces your opponent to play around it. Tormod's Crypt is another example)
Also AID does not get affinity, which can pose a problem if we can't get it under control. Also I don't see indestructible as a big thing in modern, so 99% of the cases ostone should be able to get the job done.
O. Stone works better against Moon Effects. We can drop it down and wait with it, where AID needs us to have tron. It also sits as a nice gargoyle against twin.
(A gargoyle is a permanent that sits there and forces your opponent to play around it. Tormod's Crypt is another example)
Also, Affinity--which is a Tier 1 deck--is mostly immune to All Is Dust.
I ran the Mindslaver package when I first started running Tron. The problem is that it's slow and requires multiple pieces: Ruins, a consistent U source like Prophetic Prism, and the Slaver itself. You also need 13 lands for the lock, at which point you can just cast Emrakul if you have Ugin in addition to the 13.
Running main deck OStone and Clasm makes the deck far more favorable in the aggro matchup. If you can get Slaver lock, you're golden, but often times you get your ass kicked waiting for it.
Lastly, you can't tutor for Slaver, and while the same could be said for Karn, Karn can hit T3 and actually do something.
I ran the Mindslaver package when I first started running Tron. The problem is that it's slow and requires multiple pieces: Ruins, a consistent U source like Prophetic Prism, and the Slaver itself. You also need 13 lands for the lock, at which point you can just cast Emrakul if you have Ugin in addition to the 13.
Running main deck OStone and Clasm makes the deck far more favorable in the aggro matchup. If you can get Slaver lock, you're golden, but often times you get your ass kicked waiting for it.
Lastly, you can't tutor for Slaver, and while the same could be said for Karn, Karn can hit T3 and actually do something.
Cheers for the quick reply. I see your point re the slow speed and Emrakul. As I'm just getting into this scene do you have any advise/ good articles for playing this deck, excluding the daily modern result lists?
Cheers for the quick reply. I see your point re the slow speed and Emrakul. As I'm just getting into this scene do you have any advise/ good articles for playing this deck, excluding the daily modern result lists?
Personnaly I have been testing the deck tonnes lately, which inspired me to make the primer. Anyways, I am not the fan of the mindslaver package, it is quite slow, and most of the time you are beat in the face by jund or affinity before you can do anything. Also it is important to note, running half of the package gives you less consistency. I found that pyroclasm gives you advatange over much of the meta (Jund, Affinity, Soul Sisters) same with Wurmcoil. As for advice I am hoping to finish the primer by end of next week, which should include how to play the deck, and what to do against all common match up. Let me know if you have any questions in general. Thanks!
Cheers for the quick reply. I see your point re the slow speed and Emrakul. As I'm just getting into this scene do you have any advise/ good articles for playing this deck, excluding the daily modern result lists?
Twinner sounds pretty savvy and will likely give better advice, but I'll give you a few tips.
I've been running Tron for a few months now and have been really happy with it. Oddly enough, my local meta has almost no Jund. It does have a Mono U Faeries deck that gives my deck trouble; he and I have a 50/50 matchup. Since he's a problem for me and others aren't, my sideboard is heavily tuned against him.
Here's a few tips:
Knowing when to mull is important. If your opener doesn't have at least 1 Tron piece and a Map/Scrying, most of the time you should mull.
If your hand has several Ancient Stirrings, but only 1 (or 0) Tron pieces, mull. It's a trap. While Stirrings is great, if used wrong it can put a bunch of Tutors and pieces you need on the bottom.
If your hand has a crap ton of Chromatics and a single Tron piece, it can sometimes be worth keeping, but it's risky.
Your ideal start is either Tron in hand (obvious), T1 piece/map into T2 piece/use map into T3 Tron, or T1 piece/Chromatic into T2 piece/use Chromatic and Scrying into T3 Tron. I'd say the Map route is better because it's less likely to be countered.
I like to run Prophetic Prism in my main deck. Having a consistent colored mana source helps, it cantrips, and it allows you to run more tools in the sideboard like Slaughter Games. It's not popular with everyone; others run Explore which can albeit rarely open T2 Tron, but I think it's worth trying.
Run Oblivion Stone over All is Dust. The latter does nothing against Affinity, which is seriously bad.
Twinner sounds pretty savvy and will likely give better advice, but I'll give you a few tips.
I've been running Tron for a few months now and have been really happy with it. Oddly enough, my local meta has almost no Jund. It does have a Mono U Faeries deck that gives my deck trouble; he and I have a 50/50 matchup. Since he's a problem for me and others aren't, my sideboard is heavily tuned against him.
Here's a few tips:
Knowing when to mull is important. If your opener doesn't have at least 1 Tron piece and a Map/Scrying, most of the time you should mull.
If your hand has several Ancient Stirrings, but only 1 (or 0) Tron pieces, mull. It's a trap. While Stirrings is great, if used wrong it can put a bunch of Tutors and pieces you need on the bottom.
If your hand has a crap ton of Chromatics and a single Tron piece, it can sometimes be worth keeping, but it's risky.
Your ideal start is either Tron in hand (obvious), T1 piece/map into T2 piece/use map into T3 Tron, or T1 piece/Chromatic into T2 piece/use Chromatic and Scrying into T3 Tron. I'd say the Map route is better because it's less likely to be countered.
I like to run Prophetic Prism in my main deck. Having a consistent colored mana source helps, it cantrips, and it allows you to run more tools in the sideboard like Slaughter Games. It's not popular with everyone; others run Explore which can albeit rarely open T2 Tron, but I think it's worth trying.
Run Oblivion Stone over All is Dust. The latter does nothing against Affinity, which is seriously bad.
If I think of more I'll update this post; it's still pretty early
Thanks, but I am still fairly new to the deck aswell. I agree with all of this, I personally don't run the prisms, but if you want the mindslaver or sideboard option it is the way to go. But the importance of the opening hand is so crucial. ALso keep i mind if you are playing jund or affinity, you might want to try and find a pyroclasm, or something to stop them (relic for jund). Sideboaridng is the hardest part of the deck, it really depends on the meta you will be playing in, but generally you wanna see some spellskite (shuts down infect, twin, and other combo decks) a good removal for artifacts and enchantments is Nature's Claim, it is good for the same reason as the grove of the burnwillows, all we are trying to do is stop them until we can get tron on line, until then thier life total does not matter to us. Some other good options are torpor orb for reasons mentioned above, Combust to handle those blue or white combo decks. grafdigger's Cage basically shuts down pod, also Melira, Sylvok Outcast is good if your meta has allot of infect (local metas usually have allot of infect due to the fact the deck can be made relatively cheaply). Also Batterskull is often an option for the sb is there is allot of aggro. Like I said for sideboarding it usually depends on the meta where you play.
Cheers guys, I'm loving the feedback on this forum. I'll have to investigate the meta this Friday. I know my friend play robots and ive seen a jund build smewhere. I can't wait for that primer to be completed twinner, looks pretty good so far.
Private Mod Note
():
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
4 Wurmcoil Engine
4 Karn Liberated
4 Ancient Stirrings
3 Batterskull
3 Chromatic Sphere
3 Chromatic Star
4 Expedition Map
3 Oblivion Stone
4 Pyroclasm
3 Relic of Progenitus
4 Sylvan Scrying
2 Forest
1 Ghost Quarter
4 Grove of the Burnwillows
4 Urza's Mine
4 Urza's Power Plant
4 Urza's Tower
I compiled this sideboard by comparing over 20 rg tron deck sideboards, also I took my deck variation into consideration.
2 Grafdiffer's Cage
2 combust
4 nature's claim
1 vandal blast
2 Torpor Orb
1 oblivion stone
1 relic of progenitus
2 spellskite
Now this is where I need your help, I am very new to the idea of a sideboard (I played allot of EDH). So what I need help from you guys is the most common deck in Modern meta (Splinter, Infect... etc) and I need to know how I would sideboard (what to take out and what goes in). Thanks!
Also any sugesstion about the deck and sb in general are always accepted with gratitude. Thanks in advance for your help!
My goal is to finish this chart and keep it in a sleeve in my deckbox until I can get better at sb. Thanks
Sideboarding:
Affinity: In: 4 NC, 1 OS,1 VB Out: 3 RP,
Birthing Pod:
Infect: In: 2 SS,
Jund:
RDW/Burn:
Tron:
Twin:
Strom :
Delver: In: 2 C
Control:
Scapeshift:
Margin:
SS = Spellskite, NC = Nature’s Claim, TO = Torpor Orb
GC = Graf Cage, C = Combust, V = Vandalblast,
OS = O-Stone, RP = Relic of Progo
Yes. If aggro's that big of a problem, hit them with All is Dust, Pyroclasm, or Oblivion Stone. It's hard for them to kill you if you keep killing their threats. Wurmcoil Engine can pick up the slack from there.
candidus inperti; si nil, his utere mecum.
~~~~~
My local meta is full of creature based decks and o-stone and pyroclasm are enough to shut them down by the time Karn or Wurmcoil are online. I normally stabilize around 2 to 8 life and go off controlling the board. I run 4 Wurmcoil. Try it out. Maybe the 3 batterskuls is the right call for you. Test it out and let us know how it runs. The main problem is you can not search for it with eye so... try it and adjust from there.
Wait, how many cards do you normally have in your hands to make bridge worth the slot?
That kinda depends on the size of the attacking creatures, how many artifacts you decide to cycle, how many Bridges you run/ how aggressively you can mull to find them, and whether you play Explore or not (which most dont).
Personally, I just run 3 Coils in main with Academy Ruins, and two sideboard Skulls. Bridge and Arbiter were just the first things that came to mind to fight aggro (when 7 lifegain creatures aren't enough rofl).
Or one could try Dawnglow Infusion, but they're probably better off with artifact-based lifegain.
It can buy time, but it's actually one of the best hosers against us, so be careful.
This was discussed last page.
O. Stone works better against Moon Effects. We can drop it down and wait with it, where AID needs us to have tron. It also sits as a nice gargoyle against twin.
(A gargoyle is a permanent that sits there and forces your opponent to play around it. Tormod's Crypt is another example)
540 Peasant cube- Gold EditionSomething SpicyI'm totally new to Modern and i wanna get started with R/g tron. I see a primer is in development however i thought id ask this here first.
I first heard about karn tron on this http://www.wizards.com/magic/magazine/Article.aspx?x=mtg/daily/deck/933. Looking at the most recent MTO online decks however none (or very very few) run Mindslaver in the MB. Why is this? It seems excellent with Academy Ruins to slow/kill other decks, particularly combo.
I ran the Mindslaver package when I first started running Tron. The problem is that it's slow and requires multiple pieces: Ruins, a consistent U source like Prophetic Prism, and the Slaver itself. You also need 13 lands for the lock, at which point you can just cast Emrakul if you have Ugin in addition to the 13.
Running main deck OStone and Clasm makes the deck far more favorable in the aggro matchup. If you can get Slaver lock, you're golden, but often times you get your ass kicked waiting for it.
Lastly, you can't tutor for Slaver, and while the same could be said for Karn, Karn can hit T3 and actually do something.
Want to be a better Magic player? Read the rulings forum and check out the comprehensive rules!
Cheers for the quick reply. I see your point re the slow speed and Emrakul. As I'm just getting into this scene do you have any advise/ good articles for playing this deck, excluding the daily modern result lists?
Personnaly I have been testing the deck tonnes lately, which inspired me to make the primer. Anyways, I am not the fan of the mindslaver package, it is quite slow, and most of the time you are beat in the face by jund or affinity before you can do anything. Also it is important to note, running half of the package gives you less consistency. I found that pyroclasm gives you advatange over much of the meta (Jund, Affinity, Soul Sisters) same with Wurmcoil. As for advice I am hoping to finish the primer by end of next week, which should include how to play the deck, and what to do against all common match up. Let me know if you have any questions in general. Thanks!
Twinner sounds pretty savvy and will likely give better advice, but I'll give you a few tips.
I've been running Tron for a few months now and have been really happy with it. Oddly enough, my local meta has almost no Jund. It does have a Mono U Faeries deck that gives my deck trouble; he and I have a 50/50 matchup. Since he's a problem for me and others aren't, my sideboard is heavily tuned against him.
Here's a few tips:
If I think of more I'll update this post; it's still pretty early
Want to be a better Magic player? Read the rulings forum and check out the comprehensive rules!
Thanks, but I am still fairly new to the deck aswell. I agree with all of this, I personally don't run the prisms, but if you want the mindslaver or sideboard option it is the way to go. But the importance of the opening hand is so crucial. ALso keep i mind if you are playing jund or affinity, you might want to try and find a pyroclasm, or something to stop them (relic for jund). Sideboaridng is the hardest part of the deck, it really depends on the meta you will be playing in, but generally you wanna see some spellskite (shuts down infect, twin, and other combo decks) a good removal for artifacts and enchantments is Nature's Claim, it is good for the same reason as the grove of the burnwillows, all we are trying to do is stop them until we can get tron on line, until then thier life total does not matter to us. Some other good options are torpor orb for reasons mentioned above, Combust to handle those blue or white combo decks. grafdigger's Cage basically shuts down pod, also Melira, Sylvok Outcast is good if your meta has allot of infect (local metas usually have allot of infect due to the fact the deck can be made relatively cheaply). Also Batterskull is often an option for the sb is there is allot of aggro. Like I said for sideboarding it usually depends on the meta where you play.