I'm liking how the Breach list is shaping up. Just a quick first thought, is there a particular reason on Sundering Titan over something like Blightsteel Colossus? At first I thought maybe the CMC difference was it, but I mean, the original win-con was Emrakul anyway. Even strictly as a Through the Breach target wouldn't it be better to have a potentially lethal one-two punch rather than land destruction? Anyway, just my two cents, and I'll certainly be trying this deck-type out!
this deck has many method to against.but u cant add all method in your sideboard. you need space to against other deck like affinity, junk,twin,storm and pod
not much counter deck in modern make this deck can win
I tested a few games against this deck and it feels like facing down a howitzer battery. With the Maps, Stirrings, Scryings, and cantrips this deck can hit turn 3 full Tron, and cast Karn or Mindslaver, with shocking consistency, and if you do not have counterspells you just lose very quickly. Other Tron builds play like control decks ... this one plays like a combo deck, and the spells it uses to fix its draws and find its combo pieces are actually way better than Preordain and Ponder, which have already been banned for their capacity to enable combos.
This deck is definitely going to be wrecking people for a while, because it looks difficult for non-blue decks to adjust to. It regularly hits Tron mana before land destruction is even a viable answer.
There IS non-counterspell hate available ... Blood Moon, Chalice of the Void (set to 1), targeted discard (hitting tutors and Stirrings), Thalia, Thorn of Amethyst, Gaddock Teeg, and so on are all quite good against this deck. There are ways to improve your matchup in every color. But this deck is probably going to win most of its game 1s, because it really is just doing SO much more powerful things than ANY other deck. I mean, resolving a turn 3 Karn is not even close to difficult with this deck. That's just completely absurd.
I'm liking how the Breach list is shaping up. Just a quick first thought, is there a particular reason on Sundering Titan over something like Blightsteel Colossus? At first I thought maybe the CMC difference was it, but I mean, the original win-con was Emrakul anyway. Even strictly as a Through the Breach target wouldn't it be better to have a potentially lethal one-two punch rather than land destruction? Anyway, just my two cents, and I'll certainly be trying this deck-type out!
I added him and based on testing last night the Sundering Titan is extremely strong. His main goal is not to be a game finisher but to buy you time and stall your opponent. The key is that he costs 8 mana, so you can get him out much earlier than most Eldrazi. And unlike Wurmcoil even if he dies you still do damage to your opponents game plan by killing their lands.
There is a 3-1 list on this Daily that runs Prime Time, 3 Firesprout and 4 Through the Breach. I really like where this is going, I'm already tempted to add Through the Breach and get rid of the Mindslavers. I also like the Beast Within and Obstinate Baloth options as we need lifegain to stall all these RDW decks showing up.
edit: Also a fan of a higher land count to increase consistency, I've lost a lot of games the last couple days from mulling to 4 with 0 or 1 land hands.
I've been having fun running this deck. I find that generally speaking a one land hand with an egg (and any of the search) is a keeper, the deck just digs like crazy.
I've been having a little trouble with combo decks and decks that are heavy on the hand disruption (and even more so, Melira Pod, with both). We don't really have a card draw engine, so a couple of inquisition/thoughtseize can really run us out of gas. Also, we don't do a ton to disrupt our opponents early on, barring a turn 3 karn or ttb Emrakul. So any kind of combo deck that goes off quickly seems very tough to handle.
Are there good combo hosers in r/g? Is there any way to include them without hurting the consistency of the deck?
I also wonder if it's worth running a crucible of worlds or two in the side to deal with all the ghost quarters we're going to see (ran into one deck with loam + gq... bad times).
ETA: Agree on the value of the Sundering Titan. Sometimes it's underwhelming, but against any deck with a "good" modern manabase you get two or three lands on entering play, and breaching him is nearly a one sided Armageddon.
Run 2-3 Emrakaul, 4 Breach, 4 Primeval Titan, around 2 of each Tron land, 4 Eldrazi Temple, more green mana producers.
Basically, the build will shift more towards dropping Primeval Titan over Karn or Mindslaver. However, in doing to you basically generate a 2 turn clock the moment he drops.
Provided you drew at least one Tron and tutored for another, which is not too difficult, you can generate alot of mana by fetching remaining Tron pieces, Eldrazi Temples and Eye of Ugin, using the Titans ability. Only problem is to cater for the intensive GG amongst all the colourless mana generated... Alternatively you can use Through the Breach on Primeval Titan, although not optimal, this can often provide you with the final necessary mana to cast Emrakul the following turn.
Again, just an idea, I don't necessarily think it is a good one, but it could be something to work upon. On first thought, something like would seem to be more explosive than the original GR Karn Tron, but with alot less control elements (i.e. less focus on Karn)
the explores are MUCH better in this build then the karn tron build. He wasnt playing 4 karn which, i feel, is a mistake. the ability to go turn 3 tron>karn, eat a perm, turn 4 eat a perm, replay karn eat a perm, has BEEN bonkers. i still do not see a reason NOT to play 4 grove since it is still the best land turn 1 if you want to ancient stirrings, and follow it up with a Pyroclasm. I am running 3 total ghost quarters since i feel the tron decks are going to be really popular soon.
I built a similar deck splitting Gruul and Talisman. With 3 MB Firesprout the ability to get G and R at the same time actually has some significance. I'm still having issues with the landfall aggro and burn decks, I'm going with 3 Obstinate Baloths in the side now. So far Wurmcoil = eat PTE and gain nothing, Baloth = gain 4 life eat PTE...
Do we have any better lifegain options or something against these RDW style decks popping up all over?
I decided to put the Reap and Sow in rather than Explore as Explore always seemed very lackluster. Reap and Sow turned out to be an all star! It wrecked people's manabases and fetched me towers all day long.
I ended up going 5-2, just missing out on the top 8. The worst matchup for this deck is Boros as it is just too fast. And unfortunately when I was 4-1 and in the "win and in" round I was paired up against my brother who was playing boros of course.
The only thing I would change would be the sideboard, with more All is Dust, as it would have shored up the aggro matches nicely.
I built a similar deck splitting Gruul and Talisman. With 3 MB Firesprout the ability to get G and R at the same time actually has some significance. I'm still having issues with the landfall aggro and burn decks, I'm going with 3 Obstinate Baloths in the side now. So far Wurmcoil = eat PTE and gain nothing, Baloth = gain 4 life eat PTE...
Do we have any better lifegain options or something against these RDW style decks popping up all over?
seems finks and baloth are the only real options, to be honest though the pyroclasums have kept me alive in those match ups long enough to win with out the life gain, at lest thus far.
I built a similar deck splitting Gruul and Talisman. With 3 MB Firesprout the ability to get G and R at the same time actually has some significance. I'm still having issues with the landfall aggro and burn decks, I'm going with 3 Obstinate Baloths in the side now. So far Wurmcoil = eat PTE and gain nothing, Baloth = gain 4 life eat PTE...
Do we have any better lifegain options or something against these RDW style decks popping up all over?
The Jund guys like Huntmaster of the Fells. Huntmaster = gain 2 life and a 2/2 Wolf eat PtE. If you hate PtE, he's an option.
I decided to put the Reap and Sow in rather than Explore as Explore always seemed very lackluster. Reap and Sow turned out to be an all star! It wrecked people's manabases and fetched me towers all day long.
I ended up going 5-2, just missing out on the top 8. The worst matchup for this deck is Boros as it is just too fast. And unfortunately when I was 4-1 and in the "win and in" round I was paired up against my brother who was playing boros of course.
The only thing I would change would be the sideboard, with more All is Dust, as it would have shored up the aggro matches nicely.
Reap and Sow is too slow in this deck.
but i agree explore is not the best choice in this deck.
only 10 card(4 karn+4 Mindslaver+2 creature) in this deck is powerful to against other deck.
i prefer use Natural's spiral for a try in LD to get back the land /return karn
The Jund guys like Huntmaster of the Fells. Huntmaster = gain 2 life and a 2/2 Wolf eat PtE. If you hate PtE, he's an option.
Sounds tempting, little concerned about having R&G in time though and you only get 2 life. I may test Brindle Boar a little bit too, only requires one colored mana. Primal Command is a possibility but probably too slow, by the time you have GG3 your other big cards could be out to stop them and by then these Goblin Guide/Landfall decks pretty much have you dead.
Reap and Sow is too slow in this deck.
but i agree explore is not the best choice in this deck.
only 10 card(4 karn+4 Mindslaver+2 creature) in this deck is powerful to against other deck.
i prefer use Natural's spiral for a try in LD to get back the land /return karn
I thought so at first as well. However keeping Jund, American Delver or Pod off of their colours can really screw over their gameplan and allow you to set up for an Emrakul. Yes it is 4 mana, but if you are fetching a tower it only really costs you a G, which is super cheap acceleration.
The Primeval Titan build seems pretty explosive, but does losing the chromatic sphere/stars hurt consistency? It seems like it's a lot harder to assemble a turn 3 karn when you can't go turn 1 tron -> egg, turn two crack egg, play tron piece, sylvan scrying for third piece.
Looking at the math, I don't see how you can get Karn down turn 3 assuming you have to lead with a forest if you don't just randomly draw into all three pieces plus an explore. The deck already does pretty much nothing for the first two turns, it seems like durdling for three full turns in modern is going to be pretty fatal. The Firespouts will help against aggro decks, but it seems like a near auto-fold to combo. Am I missing something here?
I do love the idea of Titan-ing for four tron pieces, if it can be made to work.
Maybe go with the wall of roots and overgrown battlements plan and run some beast within to interact with combo? Breachpost also used to get good mileage out of terastodon, that could be a fun one to breach out (either at end of their turn for 18 damage out of nowhere, or to take out three of their lands and/or pyromancer's ascension).
i gave wolf run a try last night it was pretty bonkers when tutored for by titan, sometimes he just won the next turn. any way
round 1 awarded bye
round 2 awarded bye
round 3 tempered affinity
game 1: he starts things off with land vault skirge, ornothopter. follows up with double signal pest. i slow the game down with a karn killing a pest and karn getting eaten by the attack. i through the breach out a titan getting eye and triple tower! next turn i eye for a emerackul and cast it.
game 2; mully to 6 looking for hate, keep because i have a decent draw and will have tron on table by turn 3. never see a single hate card or castable dude
game 3: exact same story, except i turn 3 a balaoth that doesn't matter, since he double!!! cranial Plating a ornothoptor for 12 damage a turn.
round 3: RWU boros delver.
game 1: he starts things out with delver, and stepp lynx. i assemble tron and draw no guys.....well this is embarrassing. ancient stirrings gets a land....and i die shortly after.
game 2: i go to 6 to try to get any of my pyroclasums, firespouts, or combusts...i keep a hand with a combust. well its something.he gets out double delver and a lynx. i get to 6 mana, i through the breach the wurm blocking a lynx gaining 6 and he adds another delver to the table and boults the lifegain wurm
next turn he finally hits a instant spell and swings for 6(i combust one delver).
i sit a few turns drawing lands...even raw dogged the last tron piece...but no eye, no map, no card draw no guys and no sweeper....
Honestly i have no idea what went wrong, i had very few issues over the last few days mana flooding with 23 lands. so i cut 1 in hopes to pervent the flooding and i got flooded even more and drew less removal. i am thinking of going back to the 18 land build with chromatics since i think the card draw may be more effective then playing more lands.
The Primeval Titan build seems pretty explosive, but does losing the chromatic sphere/stars hurt consistency? It seems like it's a lot harder to assemble a turn 3 karn when you can't go turn 1 tron -> egg, turn two crack egg, play tron piece, sylvan scrying for third piece.
Looking at the math, I don't see how you can get Karn down turn 3 assuming you have to lead with a forest if you don't just randomly draw into all three pieces plus an explore. The deck already does pretty much nothing for the first two turns, it seems like durdling for three full turns in modern is going to be pretty fatal. The Firespouts will help against aggro decks, but it seems like a near auto-fold to combo. Am I missing something here?
I do love the idea of Titan-ing for four tron pieces, if it can be made to work.
Maybe go with the wall of roots and overgrown battlements plan and run some beast within to interact with combo? Breachpost also used to get good mileage out of terastodon, that could be a fun one to breach out (either at end of their turn for 18 damage out of nowhere, or to take out three of their lands and/or pyromancer's ascension).
I tested it pretty hard and you are right it loses tons of consistency.
The goofy Chromatic's actually make a big difference with all their card draw. That said I did keep 3 Firespout maindeck and went up to 20 lands.
From the kid's list I replaced 3 Explores with a Reap and Sow, Forest, and Ghost Quarter. The reap and quarter were a metagame call against more tron decks. The ghost quarter ended up working really well cause I could search it up in a pinch to deal with man-lands or opposing tron pieces. The forest helped a lot since path/ghost quarter on my stuff let me get a free land into play. It also help slightly against blood moon.
Having two extra lands was a very big deal. Many times before I had a one land hand and couldn't keep. But if i had a second it would be just perfect. The deck wants more lands.
Surgical in the board was very effective against opposing tron players, gifts/iona package, and melira/hulk combo.
this deck has many method to against.but u cant add all method in your sideboard. you need space to against other deck like affinity, junk,twin,storm and pod
not much counter deck in modern make this deck can win
This deck is definitely going to be wrecking people for a while, because it looks difficult for non-blue decks to adjust to. It regularly hits Tron mana before land destruction is even a viable answer.
There IS non-counterspell hate available ... Blood Moon, Chalice of the Void (set to 1), targeted discard (hitting tutors and Stirrings), Thalia, Thorn of Amethyst, Gaddock Teeg, and so on are all quite good against this deck. There are ways to improve your matchup in every color. But this deck is probably going to win most of its game 1s, because it really is just doing SO much more powerful things than ANY other deck. I mean, resolving a turn 3 Karn is not even close to difficult with this deck. That's just completely absurd.
Thanks to Gabgabdevo for the awesome sig image!
I'm always looking for foil Madcap Skills and Ghitu Fire-Eater, [trade thread link forthcoming]
I added him and based on testing last night the Sundering Titan is extremely strong. His main goal is not to be a game finisher but to buy you time and stall your opponent. The key is that he costs 8 mana, so you can get him out much earlier than most Eldrazi. And unlike Wurmcoil even if he dies you still do damage to your opponents game plan by killing their lands.
http://www.wizards.com/Magic/Digital/MagicOnlineTourn.aspx?x=mtg/digital/magiconline/tourn/3606388
There is a 3-1 list on this Daily that runs Prime Time, 3 Firesprout and 4 Through the Breach. I really like where this is going, I'm already tempted to add Through the Breach and get rid of the Mindslavers. I also like the Beast Within and Obstinate Baloth options as we need lifegain to stall all these RDW decks showing up.
edit: Also a fan of a higher land count to increase consistency, I've lost a lot of games the last couple days from mulling to 4 with 0 or 1 land hands.
I've been having a little trouble with combo decks and decks that are heavy on the hand disruption (and even more so, Melira Pod, with both). We don't really have a card draw engine, so a couple of inquisition/thoughtseize can really run us out of gas. Also, we don't do a ton to disrupt our opponents early on, barring a turn 3 karn or ttb Emrakul. So any kind of combo deck that goes off quickly seems very tough to handle.
Are there good combo hosers in r/g? Is there any way to include them without hurting the consistency of the deck?
I also wonder if it's worth running a crucible of worlds or two in the side to deal with all the ghost quarters we're going to see (ran into one deck with loam + gq... bad times).
ETA: Agree on the value of the Sundering Titan. Sometimes it's underwhelming, but against any deck with a "good" modern manabase you get two or three lands on entering play, and breaching him is nearly a one sided Armageddon.
Run 2-3 Emrakaul, 4 Breach, 4 Primeval Titan, around 2 of each Tron land, 4 Eldrazi Temple, more green mana producers.
Basically, the build will shift more towards dropping Primeval Titan over Karn or Mindslaver. However, in doing to you basically generate a 2 turn clock the moment he drops.
Provided you drew at least one Tron and tutored for another, which is not too difficult, you can generate alot of mana by fetching remaining Tron pieces, Eldrazi Temples and Eye of Ugin, using the Titans ability. Only problem is to cater for the intensive GG amongst all the colourless mana generated... Alternatively you can use Through the Breach on Primeval Titan, although not optimal, this can often provide you with the final necessary mana to cast Emrakul the following turn.
Again, just an idea, I don't necessarily think it is a good one, but it could be something to work upon. On first thought, something like would seem to be more explosive than the original GR Karn Tron, but with alot less control elements (i.e. less focus on Karn)
EDH
U Azami, Lady of Scrolls
GBGlissa, the Traitor
Modern
X Affinity
EDH
BUGTasigur, the Golden Fang (French 1v1)
Modern
RWG Burn
This is my take on it.
// Lands
1 Ghost Quarter
4 Urza's Mine
4 Urza's Power Plant
4 Urza's Tower
1 Eye of Ugin
4 Grove of the Burnwillows
2 Forest
3 Stomping Ground
// Creatures
3 Emrakul, the Aeons Torn
1 Wurmcoil Engine
4 Primeval Titan
4 Talisman of Impulse
4 Through the Breach
4 Ancient Stirrings
4 Karn Liberated
4 Expedition Map
4 Sylvan Scrying
3 Explore
2 Pyroclasm
2 Wurmcoil Engine
3 Defense Grid
3 Ancient Grudge
1 Pyroclasm
2 Combust
2 Firespout
2 Ghost Quarter
the explores are MUCH better in this build then the karn tron build. He wasnt playing 4 karn which, i feel, is a mistake. the ability to go turn 3 tron>karn, eat a perm, turn 4 eat a perm, replay karn eat a perm, has BEEN bonkers. i still do not see a reason NOT to play 4 grove since it is still the best land turn 1 if you want to ancient stirrings, and follow it up with a Pyroclasm. I am running 3 total ghost quarters since i feel the tron decks are going to be really popular soon.
Do we have any better lifegain options or something against these RDW style decks popping up all over?
1 Emrakul, The Aeons Torn
1 Wurmcoil Engine
Spells
4 Karn, Liberated
1 All is Dust
4 Mindslaver
4 Chromatic Sphere
4 Chromatic Star
4 Ancient Stirrings
4 Expedition Map
4 Sylvan Scrying
4 Proheptic Prism
4 Talisman of Impulse
3 Reap and Sow
1 Acadamey Ruins
4 Urza's Tower
4 Urza's Powerplant
4 Urza's mine
4 Copperline Gorge
2 Combust
3 Pyroclasm
2 Relic of Progenitus
2 Naturalize
2 Wurmcoil Engine
2 Ratchet Bomb
I decided to put the Reap and Sow in rather than Explore as Explore always seemed very lackluster. Reap and Sow turned out to be an all star! It wrecked people's manabases and fetched me towers all day long.
I ended up going 5-2, just missing out on the top 8. The worst matchup for this deck is Boros as it is just too fast. And unfortunately when I was 4-1 and in the "win and in" round I was paired up against my brother who was playing boros of course.
The only thing I would change would be the sideboard, with more All is Dust, as it would have shored up the aggro matches nicely.
seems finks and baloth are the only real options, to be honest though the pyroclasums have kept me alive in those match ups long enough to win with out the life gain, at lest thus far.
The Jund guys like Huntmaster of the Fells. Huntmaster = gain 2 life and a 2/2 Wolf eat PtE. If you hate PtE, he's an option.
Reap and Sow is too slow in this deck.
but i agree explore is not the best choice in this deck.
only 10 card(4 karn+4 Mindslaver+2 creature) in this deck is powerful to against other deck.
i prefer use Natural's spiral for a try in LD to get back the land /return karn
Sounds tempting, little concerned about having R&G in time though and you only get 2 life. I may test Brindle Boar a little bit too, only requires one colored mana. Primal Command is a possibility but probably too slow, by the time you have GG3 your other big cards could be out to stop them and by then these Goblin Guide/Landfall decks pretty much have you dead.
I thought so at first as well. However keeping Jund, American Delver or Pod off of their colours can really screw over their gameplan and allow you to set up for an Emrakul. Yes it is 4 mana, but if you are fetching a tower it only really costs you a G, which is super cheap acceleration.
Looking at the math, I don't see how you can get Karn down turn 3 assuming you have to lead with a forest if you don't just randomly draw into all three pieces plus an explore. The deck already does pretty much nothing for the first two turns, it seems like durdling for three full turns in modern is going to be pretty fatal. The Firespouts will help against aggro decks, but it seems like a near auto-fold to combo. Am I missing something here?
I do love the idea of Titan-ing for four tron pieces, if it can be made to work.
Maybe go with the wall of roots and overgrown battlements plan and run some beast within to interact with combo? Breachpost also used to get good mileage out of terastodon, that could be a fun one to breach out (either at end of their turn for 18 damage out of nowhere, or to take out three of their lands and/or pyromancer's ascension).
1 Ghost Quarter
4 Urza's Mine
4 Urza's Power Plant
4 Urza's Tower
1 Eye of Ugin
3 Grove of the Burnwillows
2 Stomping Ground
1 Forest
1 Forest
1 Kessig Wolf Run
3 Emrakul, the Aeons Torn
1 Wurmcoil Engine
4 Primeval Titan
// Spells
4 Talisman of Impulse
4 Through the Breach
4 Ancient Stirrings
4 Karn Liberated
4 Expedition Map
4 Sylvan Scrying
3 Pyroclasm
3 Explore
1 Wurmcoil Engine
3 Ancient Grudge
2 Combust
2 Firespout
2 Obstinate Baloth
1 Ghost Quarter
2 Relic of Progenitus
1 Surgical Extraction
1 Defense Grid
i gave wolf run a try last night it was pretty bonkers when tutored for by titan, sometimes he just won the next turn. any way
round 1 awarded bye
round 2 awarded bye
round 3 tempered affinity
game 1: he starts things off with land vault skirge, ornothopter. follows up with double signal pest. i slow the game down with a karn killing a pest and karn getting eaten by the attack. i through the breach out a titan getting eye and triple tower! next turn i eye for a emerackul and cast it.
game 2; mully to 6 looking for hate, keep because i have a decent draw and will have tron on table by turn 3. never see a single hate card or castable dude
game 3: exact same story, except i turn 3 a balaoth that doesn't matter, since he double!!! cranial Plating a ornothoptor for 12 damage a turn.
round 3: RWU boros delver.
game 1: he starts things out with delver, and stepp lynx. i assemble tron and draw no guys.....well this is embarrassing. ancient stirrings gets a land....and i die shortly after.
game 2: i go to 6 to try to get any of my pyroclasums, firespouts, or combusts...i keep a hand with a combust. well its something.he gets out double delver and a lynx. i get to 6 mana, i through the breach the wurm blocking a lynx gaining 6 and he adds another delver to the table and boults the lifegain wurm
next turn he finally hits a instant spell and swings for 6(i combust one delver).
i sit a few turns drawing lands...even raw dogged the last tron piece...but no eye, no map, no card draw no guys and no sweeper....
Honestly i have no idea what went wrong, i had very few issues over the last few days mana flooding with 23 lands. so i cut 1 in hopes to pervent the flooding and i got flooded even more and drew less removal. i am thinking of going back to the 18 land build with chromatics since i think the card draw may be more effective then playing more lands.
I tested it pretty hard and you are right it loses tons of consistency.
The goofy Chromatic's actually make a big difference with all their card draw. That said I did keep 3 Firespout maindeck and went up to 20 lands.
list is
1 Mountain
1 Eye of Ugin
3 Urza's Mine
3 Urza's Power Plant
4 Urza's Tower
1 Bojuka Bog
5 Forest
4 Verdant Catacombs
2 Ulamog, the Infinite Gyre
4 Wall of Roots
4 Emrakul, the Aeons Torn
4 Primeval Titan
3 Solemn Simulacrum
1 Kozilek, Butcher of Truth
1 Panglacial Wurm
2 Beast Within
4 Through the Breach
2 Summoning Trap
4 Search for Tomorrow
2 Firespout
3 Talisman of Impulse
2 Firespout
2 Seal of Primordium
3 Spellskite
1 Wurmcoil Engine
2 Pithing Needle
2 Obstinate Baloth
3 Grafdigger's Cage
i honestly have no clue how this deck finds tron........or singleton bog. the only one is titan....
1 Emrakul, The Aeons Torn
1 Wurmcoil Engine
Spells
4 Karn, Liberated
1 All is Dust
4 Mindslaver
4 Chromatic Sphere
4 Chromatic Star
4 Ancient Stirrings
4 Expedition Map
4 Sylvan Scrying
4 Proheptic Prism
4 Talisman of Impulse
1 Reap and Sow
1 Eye of Ugin
1 Acadamey Ruins
1 Forest
1 Ghost Quarter
4 Urza's Tower
4 Urza's Powerplant
4 Urza's Mine
4 Grove of the Burnwillows
2 Combust
3 Pyroclasm
2 Surgical Extraction
2 Seal of Primordium
2 Wurmcoil Engine
2 Spellskite
From the kid's list I replaced 3 Explores with a Reap and Sow, Forest, and Ghost Quarter. The reap and quarter were a metagame call against more tron decks. The ghost quarter ended up working really well cause I could search it up in a pinch to deal with man-lands or opposing tron pieces. The forest helped a lot since path/ghost quarter on my stuff let me get a free land into play. It also help slightly against blood moon.
Having two extra lands was a very big deal. Many times before I had a one land hand and couldn't keep. But if i had a second it would be just perfect. The deck wants more lands.
Surgical in the board was very effective against opposing tron players, gifts/iona package, and melira/hulk combo.