I have a general SB question. Why do some, or most for that matter, top lists from tournaments play Negate over countersquall? I see absolutely no reason with the consistency of our mana base to play negate. I've been running it for a while now and it is simply (and obviously) better.
If you can keep a voice and a pod off the table I love mistbind clique here game 1. Other players I have talked to have said they hate to see it game 2 but it really does help in a race where you make them have to play everything out normally. Personally I really do like Hibernation simply because it helps keep you ahead rather than blowing up the board with a damnation, but I have them in my meta material for those situations where green decks just have too much value (I really do think sometimes you can force them to recast kitchen finks, but not reclamation sage) But right now I cant see myself having damnation in my 75 (I play 7 removal spells in my list, so it kinda works)
Decks I have in my bag of tricks- Needless to say, someone who wants to play will probably have a deck UB/x Faeries UR Storm XURWB Affinity G Elves UW control
Don't play the BB on turn 2 if they are on the play, have a mana guy and you have a leak (i only have 2 leak in my list, but this has come up multiple times), you must stop the pod, you can always just remove the guy they play if they don't have pod. Also, don't be tricked into playing the BB turn 3 in the above scenario, as they could just be playing around your counters
Not commenting on the rest but if they are on the play with a mana dork they simply slam Pod down T2 if they have it, otherwise going for blossom might be correct. Therefore you should kill their dorks T1/2 (otd/otp) if possible to slow them down. Neither Pod nor Finks are really welcomned T2..
Damnation is not that good against Pod. I have tried it. Their persist creatures and voice are far too resistant to that, unless you combine it with a cage. That doesn't reallly happen a lot though.
It is better to setup a tempo-delay plan. 4 Cryptics and 3-4 Mistbind Cliques are key here. After boarding, I have a total of 5 turn 1 kill-the-mana-dork cards and up to 4 thoughtseize. Pod-decks are actually vulnerable to handdisruption with all the one-offs.
In my board plan, I have (singletons) Deathmark, Shadow of Doubt, Hibernation, Darkblast and probably disfigure (my flexslot) against Pod.
And you really should NOT leave the mana guys alone. Killing them is key. All other creatures they play are usually a bit clunky when they are on their own.
The matchup against Pod is crowd-control, not kill the crowd, as you will never able to accomplish that. Remember that the game is to get the opponent from 20 to 0.
I used to like Spell Pierce on the draw vs pod... I don't play it in the board anymore though, its lost some of its usefulness against Jund since Deathrite Shaman got the hammer
Don't like spell pierce, they can just play all the men against you, then it is a dead card. I have countersquall in my side, but I wouldn't bring it in here.
Pierce was always meant to get a turn 2 pod, or in Jund get the turn 2 liliana (when we are on the draw). With DRS gone its usefulness is far more deminished, as most other decks dont have a big enough 3 drop (that isnt a creature) to make a difference coming down on 2.
I don't think that is enough situations where the card is live even against DRS.
What happens if you draw it turn 5, etc?
I assume you are talking about UR Fae here, as Bitterblossom wasn't in the format with DRS.
Also, Lili isn't that big a deal for a deck with flash flying creatures and a continual token maker.
Well I was on mono blue faeries... regardless a turn 2 liliana that just starts ticking up wins games... fast!
At all costs, stop the pod, you will definitely lose if it resolves game one, and any sideboard game without a cage (if on the cage plan, obviously their key spells are the naturalize guys)...
Generally, leave their mana guys alone, its the only air in their deck so use them as breathing room (darkblast is the only exception really, sometimes you can use the darkblast to just put the game away early, especially as you can use it in your upkeep and redraw it in the draw step to shoot bigger guys).
I agree with some of what you say, such as kill Voice ASAP and playing aggressively. But my experience differs with respect to Pod and dorks. I now play to suppress their creatures, primarily. I retain IOK for pulling creatures out of their hand. And I willingly pay 4-life to Dismember their dork. This approach has improved my W/L ratio against Pod. I think it works because Pod itself is quite a bad card without value-adding creatures to power it. Obviously you counter the Pod if you can, but I believe it is even more important to keep them starved on creatures. Pod players rely on gaining value from cards such as Finks, Voice, a dork, or Redcap. And they are in their happy zone if they can land Pod on T2 and right after sac a dork to it. It is worth killing half of a persist creature to prevent them gaining value. And even forcing them to sac a Pridemage to destroy a Pithing Needle or Cage is fine. Where Pod becomes dangerous is when they boost through their creatures to their lethal threats, gaining virtual cards as they do so. If you starve them of creatures then their value from Pod becomes more limited.
It is so important to remember that for each creature they want, they must sac a creature worth 1 mana less and pay 2 life. If you oppress their creatures preventing them gaining value, for example by forcing them to discard Wall of Woods with IoK so that they can't immediately Pod for Finks, then they run a lot slower and aggressive play can successfully race them. For this reason, I often find bringing Sower in from SB quite valuable. They can deal with Sower, but it forces them to surrender value. Pod is powerful a) because of being able to tutor for any colour threat they need to exactly counter you, and b) because of being able to boost upward in power gaining virtual cards along the way. I suggest the key to beating Pod is focusing on preventing that - not by fearing and reacting solely to the Pod itself, but by starving them of creatures. Birthing Pod is a bad card when their are no creatures on their side of the table. You must also know the Pod decklist thoroughly (although like all lists it varies) because you must know for example that they can Pod a Redcap into Kiki landing an Angel in response to their own trigger. You must know to put a counter or spot removal on top of a stack containing that.
@admurk: This was a fast reply, ignore part of it. The rats are of course a very good plan against Pod.
About creature deprivation, I would like to refer what Vonklaude says. He basically thaught me to beat Pod, and it works wonders big time.
By delaying their creature plan, you will get there (4 mana) fast enough without the pod-playing having had a real chance to put something on the board. Deprived of creatures, a Mistbind Clique, followed by a Cryptic is enough to blast them off.
I´m going to FNM on friday, with something like this in mind. Sideboard is still wide open, but I still have few days to try to figure out what I need.
yeah, I understood you pretty well. But you didnt mention adding a third color and engineered explosives to blow up an etched champion, which is what I assumed you meant. I am very happy with a singleton recall as backup to my removal game 2.
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Decks I have in my bag of tricks- Needless to say, someone who wants to play will probably have a deck UB/x Faeries UR Storm XURWB Affinity G Elves UW control
Really? The think with Recall is that as I'll cutting Rachet bombs after fetches are legal, I want a eay to deal with a resolved Echted Champion.
English, bro, do you speak it?
Location: Spain
Eyes, bro, can you use them?
Was your (double)post necessary?
I think with minimun English skills you could underestand my post (and also realise they are typing errors as I wrote from my phone.)
I try to communicate the better I can, I apologise if anyone can't underestand what I say.
I'm not a native speaker either, but I try to write in correct English at least. It's not like I didn't understand your post at all, it's just much less appealing to read a post that's full of typos and grammatical errors.
Edit: My apologies for the former double post.
Edit 2: It's hilarious how this thread is (and has been since the very beginning) one of the forum's most hostile discussions.
Meanwhile, I dropped my 2nd Recall for a Darkblast copy. Darkblast seems to adress a lot of issues in Affinity and is a beast against Pod and Faeries too.
Edit by girlfriend who plays UR pyromancer: ... and against UR aggro. <_<
Missiles armed and locked on your location...that dancing banana of yours is taunting me and I don't like it
Yeah, Faeries has always been a hostile ground because there are are too many experimental pet cards concepts and understandings of the deck. That and everyone is on edge and needs a nice calm cup of tea. The difficulty of the deck may be a huge factor though (my elves melira pod and affinity decks dont require this much in depth interpretation and thought, so it does get unnecessarily stressy sometimes)
But then I think outside the box and bring you weird cards like...Favorable Winds because my Scions die to bolt too often since theres hardly ever a second one in play or spellstutter sprite in hand with mana open to stop it
Can we get a full on discussion of Dig Through Time in this deck specifically though? I think it could have been good except for the fact that it feels like it requires you to already have been in a good position mana-cost wise. To cast it you need anywhere from 8 mana sources or 6 cards in your graveyard, adding and subtracting from each as necessary. Which means most likely you are not slipping up with a constant stream of mana and cards (and sometimes that just doesn't happen). I feel like this card is easily fueled by a liliana on either side of the board, so maybe it helps in the rock/rack matchups when we need specific cards?
This realistically seems like the only new card worth talking about it, so I thought Id try to kick a real discussion about it. It seems like one of those cards that should help fix our necessity of a "drawing the right card at the right time" structure of the faeries deck...but it makes you jump through too many hoops to be an auto-include
Decks I have in my bag of tricks- Needless to say, someone who wants to play will probably have a deck UB/x Faeries UR Storm XURWB Affinity G Elves UW control
There is absolutely no way that Steel Sabotage or Annul are better than Hurkyl's Recall sorry. For 2 mana you bounce affinity ENTIRE board, minus maybe a land or two. When you get them into a position to try and swing for lethal (before BB makes that near impossible) you can even get 2-3 lands out of their hands (if theyre all in on plating). There are also plenty of times they are left with just a Glimmer Void and are forced to sacrifice it.
Its also FAR better with Snapcaster Mage... Im not sure how you can evaluate that U = bounce 1 is better than 1U bounce your board. If you just like the countering Spell Snare counters anything that matters (Mutavault takes on Etched Champion just fine) out of affinity and cost the same as Annul and Steel Sabotage and is useful against LOTS of other decks.
If faeries starts running fetches and a few more cantrips than I see Dig Through Time being very good as some of our card quality is just WELL beyond what some decks can handle (ie : Mistbind Clique, Cryptic Command, Batterskull, Vedalken Shackles). Being able to grab things like that at instant speed EoT for as low as UU is just amazing.
PS : I understood what you wrote just fine RyO37, was it perfect? No. Does that matter? No. Just ignore people who flame over stupid things like that.
i forgot to quote. this was in response to Anthreion talking about my list that 4-0'd. *edit*
That was me btw I also 4-0'd with the exact same list the monday night before that, it just didn't make the mothership(therefore, it did not make mtgtop8) and i 3-1'd with it the week before that.
Just today with the same list, i 3-1'd today as well(all of these were on stream, and my VOD's can be found on twitch.tv/brianbgrp or on my youtube channel, under the same handle) today i lost to soul sisters, then managed to beat pod 3 times in a row(yeah, I don't even know, i normally have issues with pod. but today I got revenge)
i'm REALLY happy with my list, to the point that I'm worried about changing it to fit in polluted deltas. almost willing to just be soft to blood moon for a purely painless manabase. It's that big of a deal, in my oh so humble opinion, to not have to worry about any self damage from lands. Your life total is your most important resource.
also, I was originally against scions, now I won't leave home without 'em. I've explained in my stream a few times, but I think that modern is a very proactive format. you can't afford to sit and durdle the way a standard control list does, modern is too powerful/explosive for that. UWR can sorta get away with it due to bolt/snap/bolt and the rest of their reach letting them close out the game fast. A deck like ubfae, really can't do that. scion is our "reach" it lets you play the normal control game of trading 1for1 early game, until you stabilize the board presence, then get to slam down a scion, sometimesi two, and end the game in a matter of 2 turns, 3 tops. Honestly think that's super important, i had a game today that was a perfect example of that, where opponent(pod) was at 14 life with a dude or two on board, and me with a blossom and some tokens. eot flash in scion, and all of a sudden my board got scary(i cracked him for ten that turn, tar pits are good yo). that kind of closing power is very hard to pass up.
also about no spell snare. I just went away from early countermagic beyond spellstutter completely. that made room for the scions and more removal. honestly, i started playing the deck more like you'd play a bg/x style deck, and i've done considerably better with that outlook opposed to a normal draw/go control deck. Any questions hit me up on twitter @brianbgrp or feel free to join me in my stream sometime and chat I don't check mtgsalvation super often.
Can we get a full on discussion of Dig Through Time in this deck specifically though? I think it could have been good except for the fact that it feels like it requires you to already have been in a good position mana-cost wise. To cast it you need anywhere from 8 mana sources or 6 cards in your graveyard, adding and subtracting from each as necessary. Which means most likely you are not slipping up with a constant stream of mana and cards (and sometimes that just doesn't happen). I feel like this card is easily fueled by a liliana on either side of the board, so maybe it helps in the rock/rack matchups when we need specific cards?
I tested some against U-Tron and they felt terrible, but that may depend on that matchup. I played a pretty standard list with Pack Rat, Snapcaster and fetches added, so no cantrips which might have been another factor. I often had one or even both of them (played 2) in my hand without being able to cast them effectively.
I did not play many games though the test isn't that expressive but that again they simply felt terrible. I have a feeling that Fae might not be able to support them easily, although Liliana would have helped a huge deal (but I really don't like her either :)) I think the card needs to much setup for us to shine and decks like Scapeshift and UWR probably could use it way better.
We should pray that Ancestral Visions will be unbanned some day
@Briangrp: First of all congrats on your finishes. I don't really get your explanation for Scion though. The described Board state probably had 3 Living tokens + Tar Pit. You played the Scion and attacked for 10 with Tar pit (so 3 token *2 damage + 1 from Scion + 3 from Tar Pit). The question here is: Would you have lost the game if it was 1 turn longer? Exactly that would have happened without Scion (3 damage from token + 3 tar pit, then 4 from tokens +3 from Tar Pit) where even a Spellstutter would have sealed the deal. I don't think that example was really impressive to be honest but then again, I don't know the exact board state and if it had mattered its fine.
The thing I see with Scion is: He is often a 1/1 dude without impact (no blossom, only 1 spellstutter and such) where Snapcaster (-2 Scion) or the additional Vendilion Clique (-1 Scion) probably would have had way more impact. Of course this depends on so much factors that it's hard to really tell but I probably gained more value from Turn 2 Snapcasters than I would have had from Scion of Oona so far.
Without early counter magic I think your Tron matchup is even worse? Probably trading this one for the sake of Pod and co, so that may be fine. I think you underestimate the role of Spell Snare though, as it often helps to force your spells through rather than being used to defensively
One last question I'm really interested in: Did you test with Pack Rats? Can't remember if you ever said something and I think they have way more impact than Scion of Oona (and help playing proactive as well).
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UB Faeries (15-6-0)
UWR Control (10-5-1)/Kiki Control/Midrange/Harbinger
UBR Cruel Control (6-4-0)/Grixis Control/Delver/Blue Jund
UWB Control/Mentor
UW Miracles/Control (currently active, 14-2-0)
BW Eldrazi & Taxes
RW Burn (9-1-0)
I do (academic) research on video games and archaeology! You can check out my open access book here: https://www.sidestone.com/books/the-interactive-past
UB/x Faeries
UR Storm
XURWB Affinity
G Elves
UW control
Not commenting on the rest but if they are on the play with a mana dork they simply slam Pod down T2 if they have it, otherwise going for blossom might be correct. Therefore you should kill their dorks T1/2 (otd/otp) if possible to slow them down. Neither Pod nor Finks are really welcomned T2..
It is better to setup a tempo-delay plan. 4 Cryptics and 3-4 Mistbind Cliques are key here. After boarding, I have a total of 5 turn 1 kill-the-mana-dork cards and up to 4 thoughtseize. Pod-decks are actually vulnerable to handdisruption with all the one-offs.
In my board plan, I have (singletons) Deathmark, Shadow of Doubt, Hibernation, Darkblast and probably disfigure (my flexslot) against Pod.
And you really should NOT leave the mana guys alone. Killing them is key. All other creatures they play are usually a bit clunky when they are on their own.
The matchup against Pod is crowd-control, not kill the crowd, as you will never able to accomplish that. Remember that the game is to get the opponent from 20 to 0.
DECKS:
UB Faeries [Midrange/Tempo]
RWUGB Affinity[Aggro]
FAERIES TOO STRONK!!!1111
- Fae Prophecy, 201
5678Thirst for Knowledge % to hit artifact
Pierce was always meant to get a turn 2 pod, or in Jund get the turn 2 liliana (when we are on the draw). With DRS gone its usefulness is far more deminished, as most other decks dont have a big enough 3 drop (that isnt a creature) to make a difference coming down on 2.
Thirst for Knowledge % to hit artifact
Well I was on mono blue faeries... regardless a turn 2 liliana that just starts ticking up wins games... fast!
Thirst for Knowledge % to hit artifact
I agree with some of what you say, such as kill Voice ASAP and playing aggressively. But my experience differs with respect to Pod and dorks. I now play to suppress their creatures, primarily. I retain IOK for pulling creatures out of their hand. And I willingly pay 4-life to Dismember their dork. This approach has improved my W/L ratio against Pod. I think it works because Pod itself is quite a bad card without value-adding creatures to power it. Obviously you counter the Pod if you can, but I believe it is even more important to keep them starved on creatures. Pod players rely on gaining value from cards such as Finks, Voice, a dork, or Redcap. And they are in their happy zone if they can land Pod on T2 and right after sac a dork to it. It is worth killing half of a persist creature to prevent them gaining value. And even forcing them to sac a Pridemage to destroy a Pithing Needle or Cage is fine. Where Pod becomes dangerous is when they boost through their creatures to their lethal threats, gaining virtual cards as they do so. If you starve them of creatures then their value from Pod becomes more limited.
It is so important to remember that for each creature they want, they must sac a creature worth 1 mana less and pay 2 life. If you oppress their creatures preventing them gaining value, for example by forcing them to discard Wall of Woods with IoK so that they can't immediately Pod for Finks, then they run a lot slower and aggressive play can successfully race them. For this reason, I often find bringing Sower in from SB quite valuable. They can deal with Sower, but it forces them to surrender value. Pod is powerful a) because of being able to tutor for any colour threat they need to exactly counter you, and b) because of being able to boost upward in power gaining virtual cards along the way. I suggest the key to beating Pod is focusing on preventing that - not by fearing and reacting solely to the Pod itself, but by starving them of creatures. Birthing Pod is a bad card when their are no creatures on their side of the table. You must also know the Pod decklist thoroughly (although like all lists it varies) because you must know for example that they can Pod a Redcap into Kiki landing an Angel in response to their own trigger. You must know to put a counter or spot removal on top of a stack containing that.
About creature deprivation, I would like to refer what Vonklaude says. He basically thaught me to beat Pod, and it works wonders big time.
By delaying their creature plan, you will get there (4 mana) fast enough without the pod-playing having had a real chance to put something on the board. Deprived of creatures, a Mistbind Clique, followed by a Cryptic is enough to blast them off.
DECKS:
UB Faeries [Midrange/Tempo]
RWUGB Affinity[Aggro]
FAERIES TOO STRONK!!!1111
- Fae Prophecy, 201
5678DECKS:
UB Faeries [Midrange/Tempo]
RWUGB Affinity[Aggro]
FAERIES TOO STRONK!!!1111
- Fae Prophecy, 201
5678Thoughts on Hurkyl's Recall: Massively overrated card! Steel Sabotage and Annul are both better IMHO, especially if paired with Snappy.
4x Creeping Tar Pit
2x Tectonic Edge
4x Mutavault
4x River of Tears
4x Secluded Glen
3x Island
4x Darkslick Shores
4x Spellstutter Sprite
3x Mistbind Clique
3x Snapcaster Mage
2x Vendilion Clique
Counters:
3x Cryptic Command
3x Mana Leak
2x Spell Snare
2x Smother
2x Doom Blade
1x Go for the Throat
Sorceries:
2x Inquisition of Kozilek
3x Thoughtseize
Other:
1x Batterskull
4x Bitterblossom
I´m going to FNM on friday, with something like this in mind. Sideboard is still wide open, but I still have few days to try to figure out what I need.
English, bro, do you speak it?
UB/x Faeries
UR Storm
XURWB Affinity
G Elves
UW control
I'm not a native speaker either, but I try to write in correct English at least. It's not like I didn't understand your post at all, it's just much less appealing to read a post that's full of typos and grammatical errors.
Edit: My apologies for the former double post.
Edit 2: It's hilarious how this thread is (and has been since the very beginning) one of the forum's most hostile discussions.
Edit by girlfriend who plays UR pyromancer: ... and against UR aggro. <_<
DECKS:
UB Faeries [Midrange/Tempo]
RWUGB Affinity[Aggro]
FAERIES TOO STRONK!!!1111
- Fae Prophecy, 201
5678Yeah, Faeries has always been a hostile ground because there are are too many experimental pet cards concepts and understandings of the deck. That and everyone is on edge and needs a nice calm cup of tea. The difficulty of the deck may be a huge factor though (my elves melira pod and affinity decks dont require this much in depth interpretation and thought, so it does get unnecessarily stressy sometimes)
But then I think outside the box and bring you weird cards like...Favorable Winds because my Scions die to bolt too often since theres hardly ever a second one in play or spellstutter sprite in hand with mana open to stop it
Can we get a full on discussion of Dig Through Time in this deck specifically though? I think it could have been good except for the fact that it feels like it requires you to already have been in a good position mana-cost wise. To cast it you need anywhere from 8 mana sources or 6 cards in your graveyard, adding and subtracting from each as necessary. Which means most likely you are not slipping up with a constant stream of mana and cards (and sometimes that just doesn't happen). I feel like this card is easily fueled by a liliana on either side of the board, so maybe it helps in the rock/rack matchups when we need specific cards?
This realistically seems like the only new card worth talking about it, so I thought Id try to kick a real discussion about it. It seems like one of those cards that should help fix our necessity of a "drawing the right card at the right time" structure of the faeries deck...but it makes you jump through too many hoops to be an auto-include
UB/x Faeries
UR Storm
XURWB Affinity
G Elves
UW control
Its also FAR better with Snapcaster Mage... Im not sure how you can evaluate that U = bounce 1 is better than 1U bounce your board. If you just like the countering Spell Snare counters anything that matters (Mutavault takes on Etched Champion just fine) out of affinity and cost the same as Annul and Steel Sabotage and is useful against LOTS of other decks.
If faeries starts running fetches and a few more cantrips than I see Dig Through Time being very good as some of our card quality is just WELL beyond what some decks can handle (ie : Mistbind Clique, Cryptic Command, Batterskull, Vedalken Shackles). Being able to grab things like that at instant speed EoT for as low as UU is just amazing.
PS : I understood what you wrote just fine RyO37, was it perfect? No. Does that matter? No. Just ignore people who flame over stupid things like that.
Thirst for Knowledge % to hit artifact
That was me btw I also 4-0'd with the exact same list the monday night before that, it just didn't make the mothership(therefore, it did not make mtgtop8) and i 3-1'd with it the week before that.
Just today with the same list, i 3-1'd today as well(all of these were on stream, and my VOD's can be found on twitch.tv/brianbgrp or on my youtube channel, under the same handle) today i lost to soul sisters, then managed to beat pod 3 times in a row(yeah, I don't even know, i normally have issues with pod. but today I got revenge)
i'm REALLY happy with my list, to the point that I'm worried about changing it to fit in polluted deltas. almost willing to just be soft to blood moon for a purely painless manabase. It's that big of a deal, in my oh so humble opinion, to not have to worry about any self damage from lands. Your life total is your most important resource.
also, I was originally against scions, now I won't leave home without 'em. I've explained in my stream a few times, but I think that modern is a very proactive format. you can't afford to sit and durdle the way a standard control list does, modern is too powerful/explosive for that. UWR can sorta get away with it due to bolt/snap/bolt and the rest of their reach letting them close out the game fast. A deck like ubfae, really can't do that. scion is our "reach" it lets you play the normal control game of trading 1for1 early game, until you stabilize the board presence, then get to slam down a scion, sometimesi two, and end the game in a matter of 2 turns, 3 tops. Honestly think that's super important, i had a game today that was a perfect example of that, where opponent(pod) was at 14 life with a dude or two on board, and me with a blossom and some tokens. eot flash in scion, and all of a sudden my board got scary(i cracked him for ten that turn, tar pits are good yo). that kind of closing power is very hard to pass up.
also about no spell snare. I just went away from early countermagic beyond spellstutter completely. that made room for the scions and more removal. honestly, i started playing the deck more like you'd play a bg/x style deck, and i've done considerably better with that outlook opposed to a normal draw/go control deck. Any questions hit me up on twitter @brianbgrp or feel free to join me in my stream sometime and chat I don't check mtgsalvation super often.
I tested some against U-Tron and they felt terrible, but that may depend on that matchup. I played a pretty standard list with Pack Rat, Snapcaster and fetches added, so no cantrips which might have been another factor. I often had one or even both of them (played 2) in my hand without being able to cast them effectively.
I did not play many games though the test isn't that expressive but that again they simply felt terrible. I have a feeling that Fae might not be able to support them easily, although Liliana would have helped a huge deal (but I really don't like her either :)) I think the card needs to much setup for us to shine and decks like Scapeshift and UWR probably could use it way better.
We should pray that Ancestral Visions will be unbanned some day
@Briangrp: First of all congrats on your finishes. I don't really get your explanation for Scion though. The described Board state probably had 3 Living tokens + Tar Pit. You played the Scion and attacked for 10 with Tar pit (so 3 token *2 damage + 1 from Scion + 3 from Tar Pit). The question here is: Would you have lost the game if it was 1 turn longer? Exactly that would have happened without Scion (3 damage from token + 3 tar pit, then 4 from tokens +3 from Tar Pit) where even a Spellstutter would have sealed the deal. I don't think that example was really impressive to be honest but then again, I don't know the exact board state and if it had mattered its fine.
The thing I see with Scion is: He is often a 1/1 dude without impact (no blossom, only 1 spellstutter and such) where Snapcaster (-2 Scion) or the additional Vendilion Clique (-1 Scion) probably would have had way more impact. Of course this depends on so much factors that it's hard to really tell but I probably gained more value from Turn 2 Snapcasters than I would have had from Scion of Oona so far.
Without early counter magic I think your Tron matchup is even worse? Probably trading this one for the sake of Pod and co, so that may be fine. I think you underestimate the role of Spell Snare though, as it often helps to force your spells through rather than being used to defensively
One last question I'm really interested in: Did you test with Pack Rats? Can't remember if you ever said something and I think they have way more impact than Scion of Oona (and help playing proactive as well).