I don't think the match up against tron is as bad as many of you say. There are options to deal with it. Spreading Seas, Stony Silence, and early discard have to give you atleast some plays. There are a few LD options, from Ghost Quarters to Rain of Tears if we really need it. Is it a good match up? Probably not, but not a wash.
Small update to the SB and the manabase. I found a few situations late game where I'd draw a Coast and it was a bit bleh. Trying a Mystic Gate to reduce the chance of that late game against control.
Any reason you aren't running the meddling mages or snaps?
I find the Scullers to more proactive than Meddling Mages. Being able to see my opponent's hand allows for better ideas of what to play around. So a turn 1 Thoughtseize then Turn 2 Sculler really can be devastating.
Snapcasters are really good, but room is an issue for me. I can drop a Far//Away for one, as one of them is taking a current flex spot I debate about, but I'm okay with the list as is. I currently deal with some G/W Bogles so the extra Edict effect is good to have.
Also what would you take out for the Cliques? I have enough tix on MTGO for 2 of them which seems like the way to go.
I'd need to test them myself to say for sure, but I'd start with trying to drop a Zur and one Far // Away for two Cliques and see how that feels.
Sweet, also what do you suggest to help the SB out with aggro, I played a few games against mid range and Tron and I did great, then once i got up against Merfolk I was struggling the entire match. I put in Illness to help shut down their MOW, but it seems like they are able to get to critical mass pretty quick and there isnt much we can do about it besides hope to pull a path (which I never saw)
What build are you using exactly? Aim discard at their lords and Vial. Its one of the hardest match ups in my opinion and if your meta (or if you encounter them often in MTGO) I suggest Ghostly Prison. I've actually been testing one as a replacement for Illness and perhaps a Spreading Seas as well.
Any reason you aren't running the meddling mages or snaps?
I find the Scullers to more proactive than Meddling Mages. Being able to see my opponent's hand allows for better ideas of what to play around. So a turn 1 Thoughtseize then Turn 2 Sculler really can be devastating.
Snapcasters are really good, but room is an issue for me. I can drop a Far//Away for one, as one of them is taking a current flex spot I debate about, but I'm okay with the list as is. I currently deal with some G/W Bogles so the extra Edict effect is good to have.
Also what would you take out for the Cliques? I have enough tix on MTGO for 2 of them which seems like the way to go.
I'd need to test them myself to say for sure, but I'd start with trying to drop a Zur and one Far // Away for two Cliques and see how that feels.
I'm suprised that Wafo-Tapa did not include Liliana of the Veil in such control build? I think 3 copies of her could be a great asset for control if playsets of Think Twice and Lingering Souls are included in the decklist.
The list as is is one that doesn't want to self discard.
Any reason you aren't running the meddling mages or snaps?
I find the Scullers to more proactive than Meddling Mages. Being able to see my opponent's hand allows for better ideas of what to play around. So a turn 1 Thoughtseize then Turn 2 Sculler really can be devastating.
Snapcasters are really good, but room is an issue for me. I can drop a Far//Away for one, as one of them is taking a current flex spot I debate about, but I'm okay with the list as is. I currently deal with some G/W Bogles so the extra Edict effect is good to have.
This is my current build of Zur I use here and there at locals. I like the Sculler build more.
How is this working for you? I have been in love with Zur ever since I saw this deck come up back in October, but my friend talked me out of making the deck, I would probably build this for MTGO at first then try to make it in paper if I enjoy it.
I really enjoy it. Usually my go to deck for winning and having fun. I still need to pick up a Clique or two though for it.
So I can surely see some notes of old Esper Teachings decks in this list. I am personally surprised by Logic Knot and if I were playing this list I'd slip some Disfigure somewhere but my personal meta has a lot of mana dorks that need killing. Overall though I find the list impressive and, like how most things on this forum SHOULD be, a great source of inspiration for further brewing. So lets be civil everyone.
Wouldn't Clout of the Dominus be really good in a Zur Deck? It grant's +1/+1 and Shroud for U mana. I think it would be nice to have a way to make Zur untargetable? The +1/+1 is probably more relevant than Shielding Plax. That doesn't have to be true. But having a way to keep Zur in play multiple turns is really nice and often you have a turn window to cast him. Is that not played because without haste, your opponent always has a full turn to answer him?
Wouldn't Clout of the Dominus be really good in a Zur Deck? It grant's +1/+1 and Shroud for U mana. I think it would be nice to have a way to make Zur untargetable? The +1/+1 is probably more relevant than Shielding Plax. That doesn't have to be true. But having a way to keep Zur in play multiple turns is really nice and often you have a turn window to cast him. Is that not played because without haste, your opponent always has a full turn to answer him?
Drawing a card matters much more than +1/+1 does.
I'm not sure either are that great honestly. I can't imagine a situation where I'd search for either with Zur.
Hello everyone. New to Modern Burn, and the following is my rough draft list to start testing with. I don't have Tarns sadly so I had to modify my list slightly mana wise. Advice on the lands would be great.
4x Geist of Saint Traft
4x Zur the Enchanter
4x Path to Exile
4x Thoughtseize
4x Serum Visions
4x Remand
2x Inquisition of Kozilek
2x Steel of the Godhead
2x Detention Sphere
2x Far // Away
3x Seachrome Coast
3x Creeping Tar Pit
2x Watery Grave
2x Godless Shrine
2x Hallowed Fountain
2x Island
2x Plains
2x Swamp
1x Mystic Gate
1x Eiganjo Castle
3x Rest in Peace
2x Spreading Seas
2x Negate
2x Ghostly Prison
1x Blind Obedience
1x Spirit of the Labyrinth
1x Threads of Disloyalty
Small update to the SB and the manabase. I found a few situations late game where I'd draw a Coast and it was a bit bleh. Trying a Mystic Gate to reduce the chance of that late game against control.
Gnarled Scarhide - Cheap beater that has use late game.
Gorehorn Minotaurs - a 5/5 for 4 that can become cheaper in this deck might warrant a slot.
Lord of Shatterskull Pass - Can swing for 6 or more on turn 5 or sooner maybe. Might warrant testing.
Ruinous Minotaur - Maybe SB material vs Tron?
The first three are at least better than Kragma Warcaller.
What build are you using exactly? Aim discard at their lords and Vial. Its one of the hardest match ups in my opinion and if your meta (or if you encounter them often in MTGO) I suggest Ghostly Prison. I've actually been testing one as a replacement for Illness and perhaps a Spreading Seas as well.
I'd need to test them myself to say for sure, but I'd start with trying to drop a Zur and one Far // Away for two Cliques and see how that feels.
The list as is is one that doesn't want to self discard.
I find the Scullers to more proactive than Meddling Mages. Being able to see my opponent's hand allows for better ideas of what to play around. So a turn 1 Thoughtseize then Turn 2 Sculler really can be devastating.
Snapcasters are really good, but room is an issue for me. I can drop a Far//Away for one, as one of them is taking a current flex spot I debate about, but I'm okay with the list as is. I currently deal with some G/W Bogles so the extra Edict effect is good to have.
I really enjoy it. Usually my go to deck for winning and having fun. I still need to pick up a Clique or two though for it.
I'm not sure either are that great honestly. I can't imagine a situation where I'd search for either with Zur.
4x Geist of Saint Traft
4x Zur the Enchanter
4x Path to Exile
4x Thoughtseize
4x Serum Visions
4x Remand
2x Inquisition of Kozilek
2x Steel of the Godhead
2x Detention Sphere
2x Far // Away
4x Seachrome Coast
3x Creeping Tar Pit
2x Watery Grave
2x Godless Shrine
2x Hallowed Fountain
2x Island
2x Plains
2x Swamp
1x Eiganjo Castle
3x Stony Silence
3x Rest in Peace
2x Negate
1x Illness in the Ranks
1x Blind Obedience
1x Spirit of the Labyrinth
1x Threads of Disloyalty
This is my current build of Zur I use here and there at locals. I like the Sculler build more.
Helps with Eidolon of the Great Revel in my build and its decent burn?
4 Vexing Devil
4 Eidolon of the Great Revel
4 Bump in the Night
4 Lava Spike
4 Lightning Bolt
4 Rift Bolt
4 Skullcrack
4 Boros Charm
4 Lightning Helix
4 Arid Mesa
4 Blackcleave Cliffs
4 Sacred Foundry
2 Blood Crypt
2 Battlefield Forge
4 Wear // Tear
3 Torpor Orb
2 Rest in Peace
2 Shattering Spree
2 Satyr Firedancer
2 Molten Rain
4 Creeping Tar Pit
2 River of Tears
2 Godless Shrine
2 Mystic Gate
2 Fetid Heath
2 Celestial Colonnade
1 Darkslick Shores
1 Watery Grave
1 Hallowed Fountain
1 Seachrome Coast
1 Glacial Fortress
1 Isolated Chapel
1 Plains
1 Swamp
4 Thoughtseize
4 Path to Exile
4 Esper Charm
4 Mystical Teachings
2 Supreme Verdict
2 Disfigure
1 Surgical Extraction
1 Go for the Throat
1 Mana Leak
1 Rest for the Weary
1 Far // Away
1 Hero's Downfall
1 Sphinx's Revelation
1 Cryptic Command
1 Consume the Meek
1 White Sun's Zenith
2 Timely Reinforcements
2 Stony Silence
2 Rule of Law
2 Wurmcoil Engine
1 Hurkyl's Recall
1 Disenchant
1 Echoing Truth
1 Celestial Purge
1 Rest for the Weary
1 Fracturing Gust
1 Mindbreak Trap
This is my current list, but it changes all the time.