I know we operate much differently than the other Tron lists but do you think 2-3 board wipes is enough? Seems the other Trons all run with at least 4.
Basically every list is running 3 board wipes in 1 Ugin, 1 O Stone and 1 Rift. Some run 4. I don't think I've seen people run less than 3.
Our interaction will often stop the opponent from establishing a huge board (Removal, Counterspell, Bounce)
Furthermore a Wurmcoil Engine or Angel protected by Chalice or counterspells will make the opponents board irrelevant.
If your meta demands it you can definitely play 1 more Ugin or if you are running lots of basics like I do, you could even think about Engulf the Shore or Ætherspouts... but really I don't see the need.
Snap is another card that always wonder if it's worth being a 1 of. Is it great... yes. Can we search it... no. Some have been doing 2 of since shok tried it and that makes more sense since your more likely to see it, especially since we draw so much. Ugin is usually a 1 of because when it does hit it's a blow out. As good as snap is I'm just not sure if it's worth a 1 of. Has anyone tried 3?
Snap is good if you have a lot of one drop spells. Spell snare, dispel, spell pierce, opt... even pongify works good for tempo. Pongify, snap pongify in, chump with the snap...
This week, at my ModernNMs, I tryed two Ugin maindeck and returned to a 3 Remand maindeck, thus cutting Spatial contortions. It went pretty well; ended up finals 2 times, and destroyed almost every kind of deck, most of the time 2-0. Had some difficulties VS an Nauseam and RG Tron, but that's it. Ugin won me games right on the spot.
Also, Ballista is a real beat, I'm thinking of putting maybe one more, but I'm not sure because we have so many tutors for it in the deck and it dodges path so it doesn't seem that necessary.
This deck honestly, when rightly piloted, crushes many decks from aggro to control.
Wasn't too active recently --> preparing for finales and "essays".
Is anyone playing fabricate? Still to slow/leaving us open? Does anyone play 3 tutors? I'm thinking about maybe treasure,trinket,fabricate or even treasure X2 and a trinket. Thoughts.
@tiagochan: Yea, I 100% agree - snapcaster is so-so here. He's not that bad but he's also not brilliant at all.
I run now 3 chalices of the void (to have the best "Chalice impact" in first game) beacouse I found that in game 2-3 the artifact hate can be too strong to fully rely on them.
@fabricate: trinket mage + treasure mage can fech anything from the deck (ballista is often a removal spell for eg against coco) fabricate don't leave 2/2 body which can just gives us 1 more turn (mage's bodies are relevant :D).
That's interesting that You like remand so much GrimDucky and Jhernor - I don't like it so much as I in this metagame. I'm on 2 (my 3rd remand is supreme will wich is worth a slot imo).
Speaking about exotic options: I'm still hanging around with perilous voyage as my 4rd repeal/removal spell - anybody likes the card?
That's interesting that You like remand so much GrimDucky and Jhernor - I don't like it so much as I in this metagame. I'm on 2 (my 3rd remand is supreme will witch is worth a slot imo).
Speaking about exotic options: I'm still hanging around with perilous voyage as my 4rd repeal/removal spell - anybody likes the card?
Well, Remand are often all sided out second game, but I find that they often do they job well, which is to make us draw and tempo counter their plan. A good reason to keep them in mb, imo, is that there is not that many 1-drop that bugs up (which is the principal reason I board them out second-third game).
Also, I feel like game one is our "gameplan" game, I often go for my plan before going for countering his compared to after sideboard, when I am, depending on their plan ofc, more enclined to "land go". Remand is thus great for it is a cheat semi-counter that draws. Remand not only serve as a counter but also as a counter-counter and as a almost-pure draw: "I play something, opponent cryptic command my spell and draw, I remand my own spell", or when deeply in need of a draw, I mean really desperate, "Play something, remand it, draw", after all, we've got the mana, etc.
We need not to fear the tempo, having the opponent skipping a turn and us drawing a card is really good. Of course, 4 may be a little bit to many.
Also I am specifically enclined to play more spells that most other u-tron deck I've seen. I love control-ish decks that require lots of decision making, even tho this may sometime be masochistic. At this point it's purely personnal.
perilous voyage feels sweet to play, but again, value (here as in raw draw) is imho important, more importante than filtering draws. Also, we do not really fear the cost expansion of Repeal when targeting higher cost permanent.
I've been building into U-Tron for quite a while now and finally have the deck put together and have played it for a few weeks at the LGS and a few months with the gang, play testing it and tweaking. I have also, of course, been reading the forum here and watching Shoktroop and Pierakor on the interwebz.
Snapcaster Mage. I'm not overly impressed, thrilled, awed, or whatever, by this card in the deck. I most often find myself wishing I had something different in hand. However, I don't know if that's a function of wanting to maximize value off of casting a Snap + something else, rather than just using him less optimally, or because it is a lackluster card in the deck, relatively speaking. Currently, I'm considering running without him.
Chalice of the Void. I intend to add another MB and possible 2 SB. I think 2 MB is appropriate.
Lands. I've seen a few lists running 23 lands MB and was considering cutting 1 myself. However, I've also seen Shoktroopa running 25 lands and Pierakor is consistently on 24, occasionally siding into 25 or down to 23. Anyone tested with 23 MB or thoughts on the matter?
Search for Azcanta. I plan to add a copy to the deck and play around with it. I think that will affect the question above, about # of lands to run, as it is a blue source, when flipped.
Wurmcoil/Walking Ballista/Mindslaver/Ugin. I remember reading a comment by Pierakor that he would love to run 2x Engine, Slaver, and Ugin in the deck. I'd like to run 2x all 4 of he listed items MB, but there's only so much room and the deck is already so wide on threats with a crazy high curve. I think 2x Wurmcoil MB seems to be appropriate, but I struggle with 2x Ballista and 2x Ugin. All of these cards are independently amazing and all have very strong rolls in many, if not all matchups. Ultimately, I'm wondering if my desire to overload the power of the deck with a 2nd copy of Ugin MB is too much wishful thinking on my end. Also, whether a 2nd Ballista is a good idea, whether MB or SB. Of the 4, it seems like the weakest card, but! it is broke as hell in many matchups.
Platinum Angel. This one has me bothered. It seems like a vastly overpriced card for an effect that is often obliterated by the plethora of removal suites that are present in most, if not all decks. If you can set up to play the Angel and then protect it with counters, certainly, it presents another wincon. However, that would seem to be a much more expensive and unlikely setup to encounter than the traditional Mindslaver lock or Wurmcoil beats. It's something I'm considering removing because it doesn't seem to generate enough value to warrant keeping in the decklist. I'm not sure if others feel the same or have competing thoughts on this.
Snapcaster Mage. I'm not overly impressed, thrilled, awed, or whatever, by this card in the deck. I most often find myself wishing I had something different in hand. However, I don't know if that's a function of wanting to maximize value off of casting a Snap + something else, rather than just using him less optimally, or because it is a lackluster card in the deck, relatively speaking. Currently, I'm considering running without him.
Snapcaster is a great card in the midgame and Spatial Contortion, Remand, Condescend and Thirst are great targets for Snapcaster. It's not as good very early because you don't have the mana or the spells in the yard but it's a very nice 1-of I won't cut. That being said I have played without Snapcaster before and it's not a huge loss when replaced with something like Supreme Will your spell count will stay around the same.
Lands. I've seen a few lists running 23 lands MB and was considering cutting 1 myself. However, I've also seen Shoktroopa running 25 lands and Pierakor is consistently on 24, occasionally siding into 25 or down to 23. Anyone tested with 23 MB or thoughts on the matter?
I wouldn't run 23 unless you are doing something weird like playing Serum Visions/Opt, or at least Anticipate or Talisman/Signets. 25 is where I was at before I played Anticipate, with the addition of 2 more cheap dig spells I made the move to 24. I've since moved to Supreme Will but still prefer 24 lands, I am much closer to adding a land than cutting one tho. I basically believe the theoretical right amount of lands for my list is like 24.3 or so.
Wurmcoil/Walking Ballista/Mindslaver/Ugin. I remember reading a comment by Pierakor that he would love to run 2x Engine, Slaver, and Ugin in the deck. I'd like to run 2x all 4 of he listed items MB, but there's only so much room and the deck is already so wide on threats with a crazy high curve. I think 2x Wurmcoil MB seems to be appropriate, but I struggle with 2x Ballista and 2x Ugin. All of these cards are independently amazing and all have very strong rolls in many, if not all matchups. Ultimately, I'm wondering if my desire to overload the power of the deck with a 2nd copy of Ugin MB is too much wishful thinking on my end. Also, whether a 2nd Ballista is a good idea, whether MB or SB. Of the 4, it seems like the weakest card, but! it is broke as hell in many matchups.
Yeah this is a very tough decision because of the toolboxy aspect we have through Treasure Mage. Sure Wurmcoil Engine is just going to do more than Angel most games but sometimes you got Chalice on the battlefield and a counterspell in hand and you know if you untap with Angel it's over. I definitely believe in running 1 Angel and 1 Gearhulk just because of how good they are in certain situations... I think I get Gearhulk with Treasure Mage about as often as WCE! It's just so good when you have a Thirst in the yard and they might have a path. As for Angel I don't get it quite as often but when I do it's a bigger payoff since it has a huge chance to just win me the game right there. As for Ugin I feel like we have 3 sweepers (O Stone, Rift, Ugin) and 3 is a good number. I like the diversity more than I like having a 2nd Ugin because the diversity means we can have Academy Ruins + O Stone lock, or use Rift early to bounce like a Tasigur or Blood Moon or whatever. 2nd Ugin I can see happening in a meta that has lots of midrange since Ugin just crushes any kind of creature deck and you cannot tutor Ugin so a 2nd copy makes a lot more sense than Slaver. WCE 2nd copy also makes a lot of sense since you will often want to run out a WCE into a potential path and you don't want that to be your last WCE if it does get pathed. Walking Ballista I don't see quite on the same powerlevel as the others but you can definitely try running more than one since it's cost is a little but more varied.
Platinum Angel. This one has me bothered. It seems like a vastly overpriced card for an effect that is often obliterated by the plethora of removal suites that are present in most, if not all decks. If you can set up to play the Angel and then protect it with counters, certainly, it presents another wincon. However, that would seem to be a much more expensive and unlikely setup to encounter than the traditional Mindslaver lock or Wurmcoil beats. It's something I'm considering removing because it doesn't seem to generate enough value to warrant keeping in the decklist. I'm not sure if others feel the same or have competing thoughts on this.
I think Angel is actually really good these days and especially if you play 4 Chalice in the 75 because there are less removal spells that hit Angel since Fatal Push was printed. Chalice on 1 and Angel will be game against most decks game 1 and even if it's not a complete lock it will be unlikely for your opponent to have the removal in hand the turn you play Angel and if you untap... well they might have like 2-3 outs to draw into but you play like 10 counterspell to protect... so you are much more likely to find counterspell than they are to find outs.
Thx for replies Guys
Yea that's what I think about perilous voyage Jhernor - I like it more then repeal only against delve creatures (bananaman/zombiefish) and Eldrazi creatures (but anyway we don't have any bonus from a bounce spell for 2 CMC :/).
I also think that first game is the "go for all" game for Us - unfortunately my local meta is full of various aggro decks (wide like elves/goblins and fast like burn) remand against these decks is blank card (I think that maybe I should play mana leak here but remand gots some serious advantages).
+1 Pierakor (he knows the job Guys) - Platinum Angel is a must along with sundering titan - these cards win games on its own (I tried playin more wurmies or other exotic cards but to be honest these two are staples of the deck).
From the other hand - snappie is good card but here he's just so-so in world of chalice of the void (for sure he shines in version with more snapspells like spellsnare) - but He's a few reasons to have dobule blue online
I didn't post my recent list for ages, so here's what I'm testing right now (paper magic):
summary is a tech against eldrazi tron (big eldrazi cast abilities) and storm triggers. I'm still not sure which one is better - Nimble Obstructionist or summary dismissal in this slot
summary is a tech against eldrazi tron (big eldrazi cast abilities) and storm triggers. I'm still not sure which one is better - Nimble Obstructionist or summary dismissal in this slot
Totally, I'm in the same position; suffice you play against 1 eldrazi tron w/o summary dismissal and it might be hard to win; again, it is a one of, so at that point, maybe simply accept it is a bad match up from which we can "steal wins" and simply SB Nimble Obstructionist as a "counter" to more decks. Again, it's hard to say.
On another note, am I the only one who feels like Mindslaver is "almost" too slow for the meta? I mean I resolved it (the combo) like 1 time in probably 45 matches. The land hate is really present, meaning after assembling I usually play something big and then "lands die". That and I usually win with sundering titan or Ugin before even putting Mindslaver on the table; that or I loose before. I mean, the possibility is there so I'm not going to remove it, but it feels like often Mindslaver is gonna be a simple turn-stealer, and the game will go on.
All that said, I used to play 2 Mindslaver MB, then switched to 1 MB 1 SB and now it's only 1 MB. This card is simply bad against all CoCo and other aggro decks or ones that quickly empty their hand.
Was just wondering what you guys felt about it. I am not thinking about statistical theorical argument here, simply about the feeling you get from the meta.
I run 1 mindslaver for a long time (2nd one sometimes finds a slot in SB). It's bad against most creature aggro decks (against burn it's not that bad) - in game 1 We have to remember that with academy ruins and tron online it's good against anything
Against CoCo it's also a good trick (especially in game 1) I won one game against "infinite" life from finks/vizier combo (I've got 2 chalices online - on 1 and 2) and I just mill my opponent to death (there are more options - they play a lot sacrifice effects to clear their board or You can just combo-of and win with their own ballista :D)
I'm still not sure which if summary is better then nimble (it's at last a decent clock when needed).
Private Mod Note
():
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Haha whoops ! Thanks you, fixed that up
Retired
Legacy:
GRUB Lands
Modern:
U Tron
RG Tron
RG Ponza
Aswell as thirst wich lets up digging deeper to them.
Or tutoring them with mage / fabricate
www.magickeller.de
Facebook:
www.facebook.com/magickeller
Youtube:
Magickeller Hannover YOUTUBE Channel
Our interaction will often stop the opponent from establishing a huge board (Removal, Counterspell, Bounce)
Furthermore a Wurmcoil Engine or Angel protected by Chalice or counterspells will make the opponents board irrelevant.
If your meta demands it you can definitely play 1 more Ugin or if you are running lots of basics like I do, you could even think about Engulf the Shore or Ætherspouts... but really I don't see the need.
Youtube Channel
My stream:
www.twitch.tv/pierakor
My Disco:
https://discord.gg/gTt6xHd
Youtube Channel
My stream:
www.twitch.tv/pierakor
My Disco:
https://discord.gg/gTt6xHd
Also, Ballista is a real beat, I'm thinking of putting maybe one more, but I'm not sure because we have so many tutors for it in the deck and it dodges path so it doesn't seem that necessary.
This deck honestly, when rightly piloted, crushes many decks from aggro to control.
Wasn't too active recently --> preparing for finales and "essays".
Keep up the breainstorm!
I want to try a second Ugin but it's so $$$. I'm using a all is dust in the side as ugin #2. Not as good but it's doing some good work for me.
I run now 3 chalices of the void (to have the best "Chalice impact" in first game) beacouse I found that in game 2-3 the artifact hate can be too strong to fully rely on them.
@fabricate: trinket mage + treasure mage can fech anything from the deck (ballista is often a removal spell for eg against coco) fabricate don't leave 2/2 body which can just gives us 1 more turn (mage's bodies are relevant :D).
That's interesting that You like remand so much GrimDucky and Jhernor - I don't like it so much as I in this metagame. I'm on 2 (my 3rd remand is supreme will wich is worth a slot imo).
Speaking about exotic options: I'm still hanging around with perilous voyage as my 4rd repeal/removal spell - anybody likes the card?
Well, Remand are often all sided out second game, but I find that they often do they job well, which is to make us draw and tempo counter their plan. A good reason to keep them in mb, imo, is that there is not that many 1-drop that bugs up (which is the principal reason I board them out second-third game).
Also, I feel like game one is our "gameplan" game, I often go for my plan before going for countering his compared to after sideboard, when I am, depending on their plan ofc, more enclined to "land go". Remand is thus great for it is a cheat semi-counter that draws. Remand not only serve as a counter but also as a counter-counter and as a almost-pure draw: "I play something, opponent cryptic command my spell and draw, I remand my own spell", or when deeply in need of a draw, I mean really desperate, "Play something, remand it, draw", after all, we've got the mana, etc.
We need not to fear the tempo, having the opponent skipping a turn and us drawing a card is really good. Of course, 4 may be a little bit to many.
Also I am specifically enclined to play more spells that most other u-tron deck I've seen. I love control-ish decks that require lots of decision making, even tho this may sometime be masochistic. At this point it's purely personnal.
perilous voyage feels sweet to play, but again, value (here as in raw draw) is imho important, more importante than filtering draws. Also, we do not really fear the cost expansion of Repeal when targeting higher cost permanent.
I still need a 15th card in the board, ideas?
Not a lot of storm but I do get beaten pretty hard by them. Game plan ideas?
Currently, I'm running:
1 Platinum Angel
1 Solemn Simulacrum
1 Snapcaster Mage
1 Sundering Titan
1 Torrential Gearhulk
1 Treasure Mage
1 Trinket Mage
1 Walking Ballista
1 Wurmcoil Engine
Instants -
4 Condescend
1 Cyclonic Rift
3 Remand
2 Repeal
1 Spell Burst
2 Supreme Will
4 Thirst for Knowledge
1 Chalice of the Void
1 Engineered Explosives
4 Expedition Map
2 Mindslaver
1 Oblivion Stone
Planeswalkers -
1 Ugin, the Spirit Dragon
Lands -
1 Academy Ruins
1 Gemstone Caverns
6 Island
1 Oboro, Palace in the Clouds
1 River of Tears
1 Tectonic Edge
1 Tolaria West
4 Urza's Mine
4 Urza's Power Plan
4 Urza's Tower
1 Wurmcoil Engine
2 Dismember
2 Spatial Contortion
1 Hurkyl's Recall
1 Negate
1 Squelch
2 Summary Dismissal
2 Grafdigger's Cage
1 Gemstone Caverns
1 Tectonic Edge
1 Ugin, the Spirit Dragon
Thoughts/Questions -
Snapcaster Mage. I'm not overly impressed, thrilled, awed, or whatever, by this card in the deck. I most often find myself wishing I had something different in hand. However, I don't know if that's a function of wanting to maximize value off of casting a Snap + something else, rather than just using him less optimally, or because it is a lackluster card in the deck, relatively speaking. Currently, I'm considering running without him.
Chalice of the Void. I intend to add another MB and possible 2 SB. I think 2 MB is appropriate.
Lands. I've seen a few lists running 23 lands MB and was considering cutting 1 myself. However, I've also seen Shoktroopa running 25 lands and Pierakor is consistently on 24, occasionally siding into 25 or down to 23. Anyone tested with 23 MB or thoughts on the matter?
Search for Azcanta. I plan to add a copy to the deck and play around with it. I think that will affect the question above, about # of lands to run, as it is a blue source, when flipped.
Wurmcoil/Walking Ballista/Mindslaver/Ugin. I remember reading a comment by Pierakor that he would love to run 2x Engine, Slaver, and Ugin in the deck. I'd like to run 2x all 4 of he listed items MB, but there's only so much room and the deck is already so wide on threats with a crazy high curve. I think 2x Wurmcoil MB seems to be appropriate, but I struggle with 2x Ballista and 2x Ugin. All of these cards are independently amazing and all have very strong rolls in many, if not all matchups. Ultimately, I'm wondering if my desire to overload the power of the deck with a 2nd copy of Ugin MB is too much wishful thinking on my end. Also, whether a 2nd Ballista is a good idea, whether MB or SB. Of the 4, it seems like the weakest card, but! it is broke as hell in many matchups.
Platinum Angel. This one has me bothered. It seems like a vastly overpriced card for an effect that is often obliterated by the plethora of removal suites that are present in most, if not all decks. If you can set up to play the Angel and then protect it with counters, certainly, it presents another wincon. However, that would seem to be a much more expensive and unlikely setup to encounter than the traditional Mindslaver lock or Wurmcoil beats. It's something I'm considering removing because it doesn't seem to generate enough value to warrant keeping in the decklist. I'm not sure if others feel the same or have competing thoughts on this.
I wouldn't run 23 unless you are doing something weird like playing Serum Visions/Opt, or at least Anticipate or Talisman/Signets. 25 is where I was at before I played Anticipate, with the addition of 2 more cheap dig spells I made the move to 24. I've since moved to Supreme Will but still prefer 24 lands, I am much closer to adding a land than cutting one tho. I basically believe the theoretical right amount of lands for my list is like 24.3 or so.
Yeah this is a very tough decision because of the toolboxy aspect we have through Treasure Mage. Sure Wurmcoil Engine is just going to do more than Angel most games but sometimes you got Chalice on the battlefield and a counterspell in hand and you know if you untap with Angel it's over. I definitely believe in running 1 Angel and 1 Gearhulk just because of how good they are in certain situations... I think I get Gearhulk with Treasure Mage about as often as WCE! It's just so good when you have a Thirst in the yard and they might have a path. As for Angel I don't get it quite as often but when I do it's a bigger payoff since it has a huge chance to just win me the game right there. As for Ugin I feel like we have 3 sweepers (O Stone, Rift, Ugin) and 3 is a good number. I like the diversity more than I like having a 2nd Ugin because the diversity means we can have Academy Ruins + O Stone lock, or use Rift early to bounce like a Tasigur or Blood Moon or whatever. 2nd Ugin I can see happening in a meta that has lots of midrange since Ugin just crushes any kind of creature deck and you cannot tutor Ugin so a 2nd copy makes a lot more sense than Slaver. WCE 2nd copy also makes a lot of sense since you will often want to run out a WCE into a potential path and you don't want that to be your last WCE if it does get pathed. Walking Ballista I don't see quite on the same powerlevel as the others but you can definitely try running more than one since it's cost is a little but more varied.
I think Angel is actually really good these days and especially if you play 4 Chalice in the 75 because there are less removal spells that hit Angel since Fatal Push was printed. Chalice on 1 and Angel will be game against most decks game 1 and even if it's not a complete lock it will be unlikely for your opponent to have the removal in hand the turn you play Angel and if you untap... well they might have like 2-3 outs to draw into but you play like 10 counterspell to protect... so you are much more likely to find counterspell than they are to find outs.
Youtube Channel
My stream:
www.twitch.tv/pierakor
My Disco:
https://discord.gg/gTt6xHd
Yea that's what I think about perilous voyage Jhernor - I like it more then repeal only against delve creatures (bananaman/zombiefish) and Eldrazi creatures (but anyway we don't have any bonus from a bounce spell for 2 CMC :/).
I also think that first game is the "go for all" game for Us - unfortunately my local meta is full of various aggro decks (wide like elves/goblins and fast like burn) remand against these decks is blank card (I think that maybe I should play mana leak here but remand gots some serious advantages).
+1 Pierakor (he knows the job Guys) - Platinum Angel is a must along with sundering titan - these cards win games on its own (I tried playin more wurmies or other exotic cards but to be honest these two are staples of the deck).
From the other hand - snappie is good card but here he's just so-so in world of chalice of the void (for sure he shines in version with more snapspells like spellsnare) - but He's a few reasons to have dobule blue online
I didn't post my recent list for ages, so here's what I'm testing right now (paper magic):
1 Academy Ruins
6 Island
1 ghost quarter
1 field of ruin
2 river of tears
1 Tolaria West
4 Urza's Mine
4 Urza's Power Plant
4 Urza's Tower
creatures (10)
1 Platinum Angel
1 Solemn Simulacrum
1 Sundering Titan
1 Treasure Mage
1 Trinket Mage
2 Walking Ballista
1 snapcaster mage
2 Wurmcoil Engine
4 Condescend
1 Cyclonic Rift
2 Remand
1 supreme will
3 Repeal
4 Thirst for Knowledge
Other (11)
3 Chalice of the Void
1 Engineered Explosives
4 Expedition Map
1 Mindslaver
1 Oblivion Stone
1 Ugin, the Spirit Dragon
2 Dismember
1 negate
2 spell snare
1 engineered explosives
2 Spatial Contortion
1 mindslaver
2 Spreading Seas
2 tormod's crypt
1 nimble obstructionist
1 pithing needle
If something seems to be weird or incorrect to You, plz feel free to give me advices Cheers!
Totally, I'm in the same position; suffice you play against 1 eldrazi tron w/o summary dismissal and it might be hard to win; again, it is a one of, so at that point, maybe simply accept it is a bad match up from which we can "steal wins" and simply SB Nimble Obstructionist as a "counter" to more decks. Again, it's hard to say.
On another note, am I the only one who feels like Mindslaver is "almost" too slow for the meta? I mean I resolved it (the combo) like 1 time in probably 45 matches. The land hate is really present, meaning after assembling I usually play something big and then "lands die". That and I usually win with sundering titan or Ugin before even putting Mindslaver on the table; that or I loose before. I mean, the possibility is there so I'm not going to remove it, but it feels like often Mindslaver is gonna be a simple turn-stealer, and the game will go on.
All that said, I used to play 2 Mindslaver MB, then switched to 1 MB 1 SB and now it's only 1 MB. This card is simply bad against all CoCo and other aggro decks or ones that quickly empty their hand.
Was just wondering what you guys felt about it. I am not thinking about statistical theorical argument here, simply about the feeling you get from the meta.
PS. Gonna try Nimble Obstructionist tonight.
Against CoCo it's also a good trick (especially in game 1) I won one game against "infinite" life from finks/vizier combo (I've got 2 chalices online - on 1 and 2) and I just mill my opponent to death (there are more options - they play a lot sacrifice effects to clear their board or You can just combo-of and win with their own ballista :D)
I'm still not sure which if summary is better then nimble (it's at last a decent clock when needed).