Game 1
When you drop the Lili - I feel the better play would've been Smallpox (sacrifice Swamp and discard Sinkhole), you'd have taken 2 burn (unknown info at the time) and he'd have had to sacrifice a creature and a land. You then would've had animate mana available for Mishra which would've stopped the Lackey from hitting you next turn and had him a land short of hard casting Ringleader.
Game 2
When you landed Wasteland - why not cast Cursed Scroll and leave 3 mana up to ping a creature? Obviously the Engineered Plague off the top wins regardless, but just wondering why that line of play.
Not sure if it's been discussed (133 pages...) but throwing it out there for consideration in the B splash decks.
I never said ban something from Tron. I said Tron is a bad deck for the Modern format, specifically because you can't hate it out with the cards currently in Modern or printable in Standard. So the only way out is to race it with decks like Burn, Affinity and Infect.
Is Modern in a good place now? It definitely is. Nothing needs to be banned or unbanned and we'd maintain a great format (despite what cards I'd like to see off the list, I can acknowledge we're in a good space). BUT Tron is the deck I least like in the format - even Affinity that has very swingy matches can be interacted with with mainboardable answers (Bolts, Decays, KolCom, Path etc). But Tron doesn't suffer that problem - it suffers a match-up problem - which means in certain meta's certain decks are completely pushed out because there are no tools available to some decks to answer Tron.
Wizards definitely does (and should) look at global meta's, but Tron is the kind of deck that can ruin local meta's because it can force everyone to play Tron or play Aggro.
Disagree.
Tron operates on an axis that is notoriously difficult for Modern decks to interact with (Lands). Unless Wizard's plans on giving us Wasteland, Rishadan Port, Sinkhole etc then Tron is a bad deck for Modern format as a whole.
In a year or two when the 'best' builds are no longer viable and meta's have shifted, unbanning Twin would be great. Without a PT to get players ready to break the deck, we might never see the optimal build again. Twin might be the Miracles of Modern (best deck, but little incentive for Pro's to truly break the deck) but it would just be another deck we can play that does not violate the Turn Four rule. But right now, we might just see too many players jump on board the optimal build and we'd have the deck too tuned immediately.
And on that - I honestly believe that we should unban all cards (slowly over time - again with no PT to force players to break decks) that do not violate the Turn Four rule (or create effective wins on Turn 2/3). Thus Pod would be excluded (can arrive on Turn 2 with a mana dork), but JTMS would be unbannable for the same reason Nahiri is allowed (only comes down on Turn 4, and takes time to set up). BBE is another that could eventually come off - in response to perhaps JTMS.
SFM would be an interesting case - but possibly creates a problem by creating effective Turn 3 wins when Batterskull lands (or whatever equipment is a lock-out for that match-up).
Pretty much without Pro Tours to think of, there is little driving cards to be broken and we can survive a bit more in the way meta shares of up to 15% (random figure). But like Legacy we would have long-term stability and soft management of the format (only getting rid of Turn Four violators and severe meta-game abusers - see Treasure Cruise).
Left unchecked, the average Infect draw would kill T3. T1 - Glistener Elf followed by 2 of Might of Old Krosa, Groundswell, Vines of the Vastwood over the next two turns.
The reason it hasn't been banned is because literally every deck that interacts can interact with Infect - You can block the Elf, you can Bolt/Terminate/Path the Elf. So yes it's an offender in the context of creating 'bad' games because it can just end the game if unchecked if you draw the wrong cards or are playing the wrong deck, but its safe because you should be able to interact with the deck and prevent said early kill.
We've also all learned to play vs. the deck (don't kill the creature in combat!).
I'm very interested in how the Negate and Dismember were for you?
I'd only worry about it if it actually starts affecting the meta.
In the meantime you just beat three Tier 1 decks, and a Tier 2 deck on your way to that 5-0, so the deck has legs.
As an aside - tournament reports are mandatory
Good luck
If I was bringing in Blood Moon, I'd drop a Cryptic Command and perhaps a Huntmaster.
Rounds 1 & 2 where against budget'ish decks - so not much to say (Allies and Elves). Bolts and Snapcaster did their thing, and once Ancestral Vision resolved I was far ahead. These are the sort of games where card quality matters, and RUG definitely has card quality (I compare this to those times I played GW Hatebears, where you're favoured against all the Tier decks, but you struggle when your opponent just plays basics and big creatures). Anyway - the point is that the deck is good enough to beat the Tier 3/4 things that will present themselves in the early rounds - so that's a plus.
Round 3 was a nightmare round. I lost 2-1 in games against Knightfall, but in truth we didn't play Magic. I kept a slow hand in both Games 1 & 3 where I lost to pure beatdown (Game 3 I could've won had I mulliganed into a Bolt the Bird hand). Game 2 - he mulled to 4 and had just a colourless land for the first 4 to 5 turns. It did take me a while to actually get pressure on the board though. If there was a strike against this deck is that can end up not punishing your opponent for dodgy keeps.
Round 4 made up for Round 3's general non-interaction with a classic Control match-up. Opponent was on UWR. We traded spells all game and each resolved a single Ancestral Vision (despite both seeing most of our decks by the end of it). In the end the MVP was Vedalken Shackles and my 2 Mana Leak I had drawn late in the game when we both had all our fetchable lands in play. Ultimately those saved me from taking lethal burn before my Tarmogoyf finished him. Game 2 was a lot simpler, end of turn fight over Vendillion Clique (yes you may Path to Exile it with your last mana, after he had shown me how disloyal the Llurghoyf can be) into Turn 5 Blood Moon with 3 Islands and a Forest to ensure I could cast all my spells. His single Plains was not enough and ultimately the game was mine thanks to the Wolf token that remained after he dealt with Huntmaster.
So where to from here?
The deck is good, it has the right ingredients to succeed - not sure if it's Tier yet, but the signs are positive; it has game against random decks, it has a proactive plan, and it has the capability of getting free wins. The question really is - is it better than Blue Moon, Grixis or even Jund - I'm going to continue to play this while the meta figures itself out but those are it's benchmarks and if its just a worse version of one of those then I'll just be playing one of those.
Baby Jace doesn't work here, we're more aggressive than Grixis.
Raging Ravine is my favourite manland - but if you want to Blood Moon people it just doesn't work.
You'd also need to run two of Roast, Dismember and Harvest Pyre to cover for the lack of Vedalken Shackles.
I think the tech vs. Ancestral Vision would be Swerve - can also save our permanents against Abrupt Decay.
Thanks, was very excited with the list Reid posted, so wanted to make there be a place to discuss this.
I think it's a completely different deck and should have its own thread. Previously the Tier forums we split Tarmo, Grixis and UR Twin - and those shared a lot more than this does with a Toolbox deck. (Also I don't like relying on getting Delirium)
Didn't see that thread when I wrote this, not sure how the mods want to proceed (given that that thread is not a Primer and has mostly discussions from over a year a go). What I might do when I get time is reread that thread and incorporate any relevant findings into the opening thread.