I like how quickly it can switch between playing control or beatdown. I've only tested ~8 matches so far online, with ~5 of them being against T1 decks. I lost one match to Through the Breach Titan, won the rest. I just swapped a Waste and 3 Ghost Quarter for the Cavern of Souls, but that could be wrong.
In general it assembles Tron much less consistently than really any of the other Tron variants, but it also cares about that much less. It can easily just play a ramp/Eldrazi game until it naturally gets to the late game. The most crucial thing so far has been holding on to Warping Wail/Spatial Contortion for the right moment (never snap it off on things that your creatures can already handle eventually), and making the right Chalice of the Void call. Figuring out when to go hard for Tron and when to be on the Eldrazi beatdown is also a thing.
Also still on the fence about Skysovereign, it should probably be an All is Dust or Sundering Titan, but it's been good often enough that I haven't cut it yet.
I really like your list except for a couple things.
I'm undecided on mimdstone, how's it work out for you?
Why not a 3rd cotv in the MB?
I think 3 karn and 2 ugin is to much, sure they are useful but I'd never want to see more than one of either; I see them as mostly expensive forms of removal or control.
Any thoughts on defense grid? 7 possible cards you'd want to use on your turn but with the mana advantage the deck offers it can really slow the opponent down and almost blank their removal.
Just curious how this matches up against the other eldrazi decks.
edit i have no idea why it says your list is mine.
I don't know if both are needed, but I like having at least one. The deck has a lot of threats, but only [[Reality Smasher]] has any kind of evasion on its own. I like the swords as as easy way to give some of the creatures that could otherwise be a worse late game draw an upgrade. [[Sword of Feast and Famine]] in particular can be a win untapping the lands we have.
It may be enough there, but it's not enough here. This deck lacks anything like [[Condescend]], [[Thirst for Knowledge]], or [[Fabricate]] to help us find the land we need. Four maps is a must here.
The CotV isn't strong enough here against enough decks to go all in mainboard. You could go to three, but I don't think I'd run four. CotV is more of a tool than a prison piece here.
I think 3 karn and 2 ugin is to much, sure they are useful but I'd never want to see more than one of either; I see them as mostly expensive forms of removal or control.
I disagree. They're the finishers in this deck, the thing your opponent has to deal with once they've dealt with all your other threats. I love drawing multiples, because it pretty much guarantees the win. It lets you throw a Karn away just for the exile and a fog, because you know they can't deal with the second one in your hand. It's been the right number and split for me so far.
Any thoughts on defense grid? 7 possible cards you'd want to use on your turn but with the mana advantage the deck offers it can really slow the opponent down and almost blank their removal.
It seems relevant with Smasher, Swords, and against control. I don't know if that's worth a slot in the 75 though. It wouldn't really help with particularly weak matchups more than anything we already have. You could test it out though and let me know.
Just curious how this matches up against the other eldrazi decks.
No idea. I'd imagine it'd stomp against Eldrazi and Taxes, but Bant Eldrazi might be able to go bigger faster depending on hands. Haven't tested it against any Eldrazi decks though. Against Tron decks it plays out like a midrange deck that can go as big as them if the game draws out. We rely a lot on our early pressure and the inability of their sweepers or Ugin to save them from our threats (vs Green variants). Against Blue variants you're going to map for Cavern and smash them, their removal usually doesn't match up well here.
I'm still tweaking and playing the deck, though I have yet to put together a non-proxy version in paper. I've cut one [[Cavern of Souls]] for a second [[Wastes]], but otherwise my list remains the same. I tested [[All is Dust]] instead of [[Skysovereign, Consul Flagship]] , but I don't think it was actually better. I also might want to switch the number of [[Spatial Contortion]] and [[Warping Wail]] around, because Wail frequently feels like our best card against Infect and Combo decks. I feel like it's ~3-5 card changes away from being something I want in paper and would take to a major tournament. Current list for myself more than anyone else:
I really like your list except for a couple things.
Why the swords?
Testing in my version of mono blue tron is 3 maps are enough.
http://tappedout.net/mtg-decks/mono-blue-tron-v4/
I'm undecided on mimdstone, how's it work out for you?
Why not a 3rd cotv in the MB?
I think 3 karn and 2 ugin is to much, sure they are useful but I'd never want to see more than one of either; I see them as mostly expensive forms of removal or control.
Any thoughts on defense grid? 7 possible cards you'd want to use on your turn but with the mana advantage the deck offers it can really slow the opponent down and almost blank their removal.
Just curious how this matches up against the other eldrazi decks.
edit i have no idea why it says your list is mine.
I don't know if both are needed, but I like having at least one. The deck has a lot of threats, but only [[Reality Smasher]] has any kind of evasion on its own. I like the swords as as easy way to give some of the creatures that could otherwise be a worse late game draw an upgrade. [[Sword of Feast and Famine]] in particular can be a win untapping the lands we have.
It may be enough there, but it's not enough here. This deck lacks anything like [[Condescend]], [[Thirst for Knowledge]], or [[Fabricate]] to help us find the land we need. Four maps is a must here.
They've been great. The ramp, the colorless mana through Blood Moon, and the cycle have all been worth it.
The CotV isn't strong enough here against enough decks to go all in mainboard. You could go to three, but I don't think I'd run four. CotV is more of a tool than a prison piece here.
I disagree. They're the finishers in this deck, the thing your opponent has to deal with once they've dealt with all your other threats. I love drawing multiples, because it pretty much guarantees the win. It lets you throw a Karn away just for the exile and a fog, because you know they can't deal with the second one in your hand. It's been the right number and split for me so far.
It seems relevant with Smasher, Swords, and against control. I don't know if that's worth a slot in the 75 though. It wouldn't really help with particularly weak matchups more than anything we already have. You could test it out though and let me know.
No idea. I'd imagine it'd stomp against Eldrazi and Taxes, but Bant Eldrazi might be able to go bigger faster depending on hands. Haven't tested it against any Eldrazi decks though. Against Tron decks it plays out like a midrange deck that can go as big as them if the game draws out. We rely a lot on our early pressure and the inability of their sweepers or Ugin to save them from our threats (vs Green variants). Against Blue variants you're going to map for Cavern and smash them, their removal usually doesn't match up well here.
I'm still tweaking and playing the deck, though I have yet to put together a non-proxy version in paper. I've cut one [[Cavern of Souls]] for a second [[Wastes]], but otherwise my list remains the same. I tested [[All is Dust]] instead of [[Skysovereign, Consul Flagship]] , but I don't think it was actually better. I also might want to switch the number of [[Spatial Contortion]] and [[Warping Wail]] around, because Wail frequently feels like our best card against Infect and Combo decks. I feel like it's ~3-5 card changes away from being something I want in paper and would take to a major tournament. Current list for myself more than anyone else:
2 Chalice of the Void
4 Expedition Map
3 Mind Stone
1 Skysovereign, Consul Flagship
1 Sword of Feast and Famine
1 Sword of Fire and Ice
3 Cavern of Souls
4 Eldrazi Temple
1 Ghost Quarter
4 Urza's Mine
4 Urza's Power Plant
4 Urza's Tower
2 Wastes
4 Reality Smasher
4 Thought-Knot Seer
2 Spellskite
3 Karn Liberated
2 Ugin, the Spirit Dragon
3 Spatial Contortion
2 Warping Wail
2 Chalice of the Void
4 Grafdigger's Cage
3 Phyrexian Revoker
2 Ulamog, the Ceaseless Hunger
2 Warping Wail
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