I could definitely see going up to 3 Caverns. I like having 3 GQ but I think going down to 2 could be fine. Really just depends on your meta. 4 GQ isn't very common nowadays, and I think that's too many for sure.
Honestly, I feel that Cavern is insanely overrated in this deck by nearly everyone. Sure, it stops Ceremonious Rejection, but I've yet to be in a situation where I felt the need to have a Cavern because I absolutely had to resolve something. And as for Cryptic Command and friends, we can push through them with our mana advantage 95 games out of 100.
In addition, since our deck is already reasonably favored in those matchups, I prefer the utility land slot to be dedicated to other purposes. Right now, I've replaced the standard 2 caverns with 1 Westvale Abbey and 1 Nephalia Academy and had far better results with them, not to mention far more games I wished I had drawn them.
Surgical extraction.
The more I test the more mediocre it feels in the board. Looking at my own sideboard matrix a lot of the time it only comes in because there is nothing better. Could we use these slots to helps with our tough matchups and has anyone got some ideas?
I've been playing around with various things in that slot, because I also came to the conclusion that Surgical is not what we want. Currently, I'm playing around with Karn, EtpE, and Relic in those slots, but I'm not really sure which is the way to go.
I could definitely see going up to 3 Caverns. I like having 3 GQ but I think going down to 2 could be fine. Really just depends on your meta. 4 GQ isn't very common nowadays, and I think that's too many for sure.
Honestly, I feel that Cavern is insanely overrated in this deck by nearly everyone. Sure, it stops Ceremonious Rejection, but I've yet to be in a situation where I felt the need to have a Cavern because I absolutely had to resolve something. And as for Cryptic Command and friends, we can push through them with our mana advantage 95 games out of 100.
In addition, since our deck is already reasonably favored in those matchups, I prefer the utility land slot to be dedicated to other purposes. Right now, I've replaced the standard 2 caverns with 1 Westvale Abbey and 1 Nephalia Academy and had far better results with them, not to mention far more games I wished I had drawn them.
That's an interesting stance. How much Grixis Shadow do you see? We're certainly not going to be "reasonably favored" against that deck games 2 and 3 when they have Rejections if we have no Caverns. Nephalia Academy is a sweet one to keep our key cards in hand but if we can't resolve them, well...
Grixis is the elephant in the room but U/W(r) control has a healthy meta share now as well. I've got a 60% win rate over about 30 matches there, but that's with Caverns. Without them I would expect it to be 55% max, probably less. Certainly not 95 games out of 100 lol.
Of lesser significance Merfolk brings in Rejection or Unified Will, Knightfall brings in Unified Will and Bant Eldrazi has Disdainful Stroke.
If these decks aren't prevalent in your meta then I can understand, but otherwise, not having access to at least 1 Cavern with 4 Maps seems pretty suspect to me.
I could definitely see going up to 3 Caverns. I like having 3 GQ but I think going down to 2 could be fine. Really just depends on your meta. 4 GQ isn't very common nowadays, and I think that's too many for sure.
Honestly, I feel that Cavern is insanely overrated in this deck by nearly everyone. Sure, it stops Ceremonious Rejection, but I've yet to be in a situation where I felt the need to have a Cavern because I absolutely had to resolve something. And as for Cryptic Command and friends, we can push through them with our mana advantage 95 games out of 100.
In addition, since our deck is already reasonably favored in those matchups, I prefer the utility land slot to be dedicated to other purposes. Right now, I've replaced the standard 2 caverns with 1 Westvale Abbey and 1 Nephalia Academy and had far better results with them, not to mention far more games I wished I had drawn them.
That's an interesting stance. How much Grixis Shadow do you see? We're certainly not going to be "reasonably favored" against that deck games 2 and 3 when they have Rejections if we have no Caverns. Nephalia Academy is a sweet one to keep our key cards in hand but if we can't resolve them, well...
Grixis is the elephant in the room but U/W(r) control has a healthy meta share now as well. I've got a 60% win rate over about 30 matches there, but that's with Caverns. Without them I would expect it to be 55% max, probably less. Certainly not 95 games out of 100 lol.
Of lesser significance Merfolk brings in Rejection or Unified Will, Knightfall brings in Unified Will and Bant Eldrazi has Disdainful Stroke.
If these decks aren't prevalent in your meta then I can understand, but otherwise, not having access to at least 1 Cavern with 4 Maps seems pretty suspect to me.
Totally agree, resolving your creatures against both Grixis Shadow and UW control is how you win the matchup. For Grixis, they have the tools to counter so much of our noncreature spells that we need to resolve our creatures to stand a chance against their early board presence. For UW control, if you have no caverns your odds of winning once they get cryptic mana are pretty bad. Jamming threats and making them run out of removal is how to win this matchup. I would never run zero caverns in this deck since we have 4 maps, and having a second one in case of spreading seas as well as to name construct or wurm against Grixis Shadow feels pretty damn nice.
I could definitely see going up to 3 Caverns. I like having 3 GQ but I think going down to 2 could be fine. Really just depends on your meta. 4 GQ isn't very common nowadays, and I think that's too many for sure.
Honestly, I feel that Cavern is insanely overrated in this deck by nearly everyone. Sure, it stops Ceremonious Rejection, but I've yet to be in a situation where I felt the need to have a Cavern because I absolutely had to resolve something. And as for Cryptic Command and friends, we can push through them with our mana advantage 95 games out of 100.
In addition, since our deck is already reasonably favored in those matchups, I prefer the utility land slot to be dedicated to other purposes. Right now, I've replaced the standard 2 caverns with 1 Westvale Abbey and 1 Nephalia Academy and had far better results with them, not to mention far more games I wished I had drawn them.
That's an interesting stance. How much Grixis Shadow do you see? We're certainly not going to be "reasonably favored" against that deck games 2 and 3 when they have Rejections if we have no Caverns. Nephalia Academy is a sweet one to keep our key cards in hand but if we can't resolve them, well...
Grixis is the elephant in the room but U/W(r) control has a healthy meta share now as well. I've got a 60% win rate over about 30 matches there, but that's with Caverns. Without them I would expect it to be 55% max, probably less. Certainly not 95 games out of 100 lol.
Of lesser significance Merfolk brings in Rejection or Unified Will, Knightfall brings in Unified Will and Bant Eldrazi has Disdainful Stroke.
If these decks aren't prevalent in your meta then I can understand, but otherwise, not having access to at least 1 Cavern with 4 Maps seems pretty suspect to me.
Totally agree, resolving your creatures against both Grixis Shadow and UW control is how you win the matchup. For Grixis, they have the tools to counter so much of our noncreature spells that we need to resolve our creatures to stand a chance against their early board presence. For UW control, if you have no caverns your odds of winning once they get cryptic mana are pretty bad. Jamming threats and making them run out of removal is how to win this matchup. I would never run zero caverns in this deck since we have 4 maps, and having a second one in case of spreading seas as well as to name construct or wurm against Grixis Shadow feels pretty damn nice.
I 100% without question agree with sicsmoo and Tituba9. I think Riomehaire is underestimating the power of not being able to cast your most important creatures without worrying about them getting countered. My local meta is very competitive and diverse, seeing a lot of grixis shadow as well as some UW/UWR/Grixis control (and random merfolk). Having one that you could draw and an additional 4 that you can map-up is so critical that in games 2 and 3 vs shadow and all games vs control matchups I will map it up (almost always) preferentially to any other land I have in my deck. Think about it, you're shutting of however many counter spells they have, TIMES 2! since these decks all have snapcasters which can maximize value of the counterspells.
This has been my land base for the last couple of months. I originally played two caverns but cut one for Buried ruin (never looking back). The only land I would consider changing currently is to take out one GQ for another utility land (maybe Nephalia Acadamy) but I am on the fence as 3 GQs play better when I SB in my Cruicible. This change would result in slightly worse matchups against Land-centric decks but better against discard decks. Since I currently feel our matchup is slightly better against discard strategies, for now this is where it is staying (we'll see if this sticks long-term).
Sorry about a long post but TL:DR
I cannot see not playing 1 cavern because of both local and current modern meta.
This card is so good against these decks, that when I play against these decks I wish I had a second, naming 'Constructs'
Overall, a second would remove other lands that are too valuable and/or hedge better against other decks
One is perfect.
Legacy: Burn (18-6-1 over multiple events)
Eldrazi and Taxes (under construction)
Modern: Eldrazi Tron (All sanctioned events; Record: 38-9-2 over ~12 Wed/Fri Night Modern events: 78% match win rate; last updated 9.13.17)
Jeskai Harbinger
Naya Burn (20-6-2 over multiple 1K and FNM events; retired)
Building: Esper control and a mill deck for fun and some variety.
So I am wondering, who on here is frequently playing this deck on MTGO? What's the current metagame like? What are things I should definitely be looking to include in my sideboard?
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I play exclusively online and I can't really say there's a good answer to that. The meta is so diverse that no one is really going to see the same matchups except over a very large sample size. You just need to have a reasonable plan for any deck that you have a decent chance of seeing, and by the looks of it you play Lantern so you probably know this well. To give some specific info though, Hatebears and BW Smallpox are seeing an uptick lately. I've improved the Hatebears matchup a lot by putting 2 Oblivion Stones in the sideboard, which also helps a lot against Affinity which is the worst matchup, and various other decks. BW Smallpox...it seems like a fine matchup, but not great. I'm 3-2 against it. Smallpox itself is the real nut kick, but you can generally play around it OK if you just keep it in mind.
Control has been seeing a bit of an uptick as well, so I wouldn't run without 2 Caverns, as per the current discussion, but 1 is defensible too. I'm currently sporting an Ulamog in the side for these matchups, with added impact in quite a few matchups like the mirror and Valakut, while coming in against Affinity, Dredge, and CoCo as well.
Thanks. I wasn't exactly sure how all over the place the MTGO Modern Meta was, but knowing that I should prepare the same way I prepared with Lantern (aka, prepare for EVERYTHING) is good knowledge to have Makes it so I don't pidgeonhole myself into very specific sideboard plans.
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I could definitely see going up to 3 Caverns. I like having 3 GQ but I think going down to 2 could be fine. Really just depends on your meta. 4 GQ isn't very common nowadays, and I think that's too many for sure.
Honestly, I feel that Cavern is insanely overrated in this deck by nearly everyone. Sure, it stops Ceremonious Rejection, but I've yet to be in a situation where I felt the need to have a Cavern because I absolutely had to resolve something. And as for Cryptic Command and friends, we can push through them with our mana advantage 95 games out of 100.
In addition, since our deck is already reasonably favored in those matchups, I prefer the utility land slot to be dedicated to other purposes. Right now, I've replaced the standard 2 caverns with 1 Westvale Abbey and 1 Nephalia Academy and had far better results with them, not to mention far more games I wished I had drawn them.
That's an interesting stance. How much Grixis Shadow do you see? We're certainly not going to be "reasonably favored" against that deck games 2 and 3 when they have Rejections if we have no Caverns. Nephalia Academy is a sweet one to keep our key cards in hand but if we can't resolve them, well...
Grixis is the elephant in the room but U/W(r) control has a healthy meta share now as well. I've got a 60% win rate over about 30 matches there, but that's with Caverns. Without them I would expect it to be 55% max, probably less. Certainly not 95 games out of 100 lol.
Of lesser significance Merfolk brings in Rejection or Unified Will, Knightfall brings in Unified Will and Bant Eldrazi has Disdainful Stroke.
If these decks aren't prevalent in your meta then I can understand, but otherwise, not having access to at least 1 Cavern with 4 Maps seems pretty suspect to me.
Totally agree, resolving your creatures against both Grixis Shadow and UW control is how you win the matchup. For Grixis, they have the tools to counter so much of our noncreature spells that we need to resolve our creatures to stand a chance against their early board presence. For UW control, if you have no caverns your odds of winning once they get cryptic mana are pretty bad. Jamming threats and making them run out of removal is how to win this matchup. I would never run zero caverns in this deck since we have 4 maps, and having a second one in case of spreading seas as well as to name construct or wurm against Grixis Shadow feels pretty damn nice.
I 100% without question agree with sicsmoo and Tituba9. I think Riomehaire is underestimating the power of not being able to cast your most important creatures without worrying about them getting countered. My local meta is very competitive and diverse, seeing a lot of grixis shadow as well as some UW/UWR/Grixis control (and random merfolk). Having one that you could draw and an additional 4 that you can map-up is so critical that in games 2 and 3 vs shadow and all games vs control matchups I will map it up (almost always) preferentially to any other land I have in my deck. Think about it, you're shutting of however many counter spells they have, TIMES 2! since these decks all have snapcasters which can maximize value of the counterspells.
This has been my land base for the last couple of months. I originally played two caverns but cut one for Buried ruin (never looking back). The only land I would consider changing currently is to take out one GQ for another utility land (maybe Nephalia Acadamy) but I am on the fence as 3 GQs play better when I SB in my Cruicible. This change would result in slightly worse matchups against Land-centric decks but better against discard decks. Since I currently feel our matchup is slightly better against discard strategies, for now this is where it is staying (we'll see if this sticks long-term).
Sorry about a long post but TL:DR
I cannot see not playing 1 cavern because of both local and current modern meta.
This card is so good against these decks, that when I play against these decks I wish I had a second, naming 'Constructs'
Overall, a second would remove other lands that are too valuable and/or hedge better against other decks
One is perfect.
*edited for clarity
I took Eldrazi Tron to the Charlotte open and didn't drop a game to Grixis Shadow out of 4 matches, even through a game with Rejection-Snapcaster-Rejection. I'm not saying the Cavern accomplishes nothing, but I am saying the number of matches I felt the need to have a Cavern in play was far fewer than the number of matches where I was glad I landed a Nephalia Academy.
I wouldn't worry about land disruption that much. It's an annoyance, for sure, but our deck is very resilient to it, generally speaking. Crucible is a nice card though, and there's nothing wrong with having one in the side. It's particularly great in the control matchups, where you have time to set it up and land battles are really key. It's good in the mirror too, and against classic Tron, Valakut, and Hatebears, but only if you can live long enough to stabilize with it, which isn't always easy.
I'm thinking of replacing my ugin in the side with o-stone, mostly because I keep running into affinity and winning about 25-30% of the time. I just wanted to ask you which matchups do you bring it/them in for other than affinity? Hatebears is another obvious one.
In addition to Affinity and Hatebears, I'll bring in the Stones against Shadow, CoCo decks, the mirror, BGx, Smallpox, Lantern (insane here), Merfolk, and usually I'll bring in 1 against Storm to have 4 answers to Empty along with my 1 Ratchet Bomb and 2 All is Dust.
edit: Also Ad Nauseam. Not very common right now because of how bad it loses to Shadow, but I just ran into it.
Just ported over from Bant and have been having a blast with Tron, would love to get some deck advice heading into a team tourney this weekend though, teams of 3, not unified modern.
Currently on my phone so unable to post list but running 2 relic/3 chalice/2 mind stone/1 wurmcoil and the usual shell MB.
What do you guys think would be the best list for a fairly open meta? The general consensus is most teams will be running 2 t1 decks with the 3rd being sweet jank to get people off guard...
So quick Tourney report (will update with more later)
Team comp is Wilted Abzan, Blue Jund and Eldrazi Tron.
R1 - Blue moon
G1: On the draw, mull to 6 - natural tron in hand, expo map, tks and smasher.
Opponent gets to live the dream with t3 moon, I crack the map for a wastes, I land a chalice for 1, he taps out to let me resolve a t5 smasher, he couldn't deal with it from there.
G2: Mull to 6, T3 moon again. T2 TKS gets remanded, I then played this same TKS 4 times...then drew into my last 3 TKS to strip his hand and proceed with the beats.
Teammates all get up. 1-0
R2 - Scapeshift
G1: On the draw, t3 TKS, strip a scapeshift, he topdecks another to win on 4hp.
(Here we bring in crucible and wails)
G2: Loooong drawn out game, kept a TKS hand with tron and a Karn, begin to strip his hand, he draws into 3 valakaults and a titan to kill Karn and the TKS. I draw All is Dust, blowing up his titan, play a smasher, get him to 3, he rips a search for tomorrow and a mountain off the top to seal the game.
One teammate bricks and gets mana screwed in 2 games.
1-1
R3 - Won the die roll.
G1: Mill to 6, hand is natural tron with expo map and 2 smashers with Karn on top.
Then I found out I was vsing MONO LAND DESTRUCTION. Never got above 2 lands the whole game.
G2: T2 TKS in hand, with a map and Crucible. Get the TKS down, strip a piece of LD, manage to land the crucible and run away with the game.
G3: On the draw, never saw more than 1 land on table the whole game.
Teammates both get up thankfully. 2-1
R4 - On the draw
This round we're actually paired up against some of our good mates so I knew my opp was on Affinity.
G1: Kept a 2 chalice hand with a TKS, unfortunately drew nothing but lands afterwards.
Side in ratchets, wails, OStone, pitching needles and a contortion.
G2: Opp proceeded with the ink moth route to get around an early Reshaper, land pitching naming inkmoth, opponent draws a Cranial plating to take the game.
1 teammate rushed a choice, instead of nuking a DS with Chandra decided to + and reveal (he's never been able to kill DS with her before so was instinct), proceeded to reveal a land making the shadow bigger, battlerage got there.
2-2
R5 (final round) - won the die roll
Vs Jund
G1: T2 TKS, t3 reshaper, he managed to get rid of the TKS and then Lili the reshaper...which enabled tron, next turn was all is dust (making him sac lili and chandra) followed by a smasher to run away with it.
G2: T2 TKS stripping Lili, T3,4 smashers for the fastest game of the day.
End result 3-2 for 11th place.
Our matchup at the top tables was actually really good which made the loss due to mana screw for my teammate a bit rough as I wouldn't have come up against the land destruction deck but that's the way the cookie crumbles!
IIRC, older versions of the deck did run Spirit Guide. However I believed they were removed because too often they were horrible top decks more than they were helpful ways to land CotV on turn 1
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Agreed, you would have to remove Mind Stone, which is just better in this deck. It gives us an out vs Blood Moon, plus it cycles for 3 mana if top-decked late.
As someone who played 4 SSG main for a while it does let you have some impressively fast opening plays especially when paired with Gemstone Caverns. But as stated, it is a pretty feel-bad topdeck mid to late game although it can always be used for 1 mana. Turn One TKS sure was fun for a while.
Mind Stone is slower, but overall better.
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Playing since 1994: Currently MAGS (HomeBrew),Standard & Pauper (Pioneer and Modern are degenerate trash formats)
STOP using "dude/bro" as a pejorative or insult. Grow up.
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Benjamin Franklin: "Those who would give up essential Liberty, to purchase a little temporary Safety, deserve neither Liberty nor Safety."
Martin Luther King Jr.: "I have a dream that my four little children will one day live in a nation where they will not be judged by the color of their skin, but by the content of their character."
As someone who played 4 SSG main for a while it does let you have some impressively fast opening plays especially when paired with Gemstone Caverns. But as stated, it is a pretty feel-bad topdeck mid to late game although it can always be used for 1 mana. Turn One TKS sure was fun for a while.
Mind Stone is slower, but overall better.
I just thought that since we lose to some combo decks and Robots, maybe we could nab some games where it would feel like the deck is somewhat on legacy level when doing that very early TKS & Chalice...
It just feels good when you play a somewhat like "Force of Will" effect in SSG... Especially for Dismember...
This deck solves the late game no hand problem with Sea Gate Wreckage & Endbringers if ever it comes to that...
Plus, was thinking about splashing red for By Force since those Robots are a problem... Crumble to Dust against other Tron decks & Valakut...
I know people don't like it, but I guess it's worth a shot for further innovation... I don't see a lot of Eldrazi Tron winning lately... Maybe it's time to evolve...
As someone who played 4 SSG main for a while it does let you have some impressively fast opening plays especially when paired with Gemstone Caverns. But as stated, it is a pretty feel-bad topdeck mid to late game although it can always be used for 1 mana. Turn One TKS sure was fun for a while.
Mind Stone is slower, but overall better.
I just thought that since we lose to some combo decks and Robots, maybe we could nab some games where it would feel like the deck is somewhat on legacy level when doing that very early TKS & Chalice...
It just feels good when you play a somewhat like "Force of Will" effect in SSG... Especially for Dismember...
This deck solves the late game no hand problem with Sea Gate Wreckage & Endbringers if ever it comes to that...
Plus, was thinking about splashing red for By Force since those Robots are a problem... Crumble to Dust against other Tron decks & Valakut...
I know people don't like it, but I guess it's worth a shot for further innovation... I don't see a lot of Eldrazi Tron winning lately... Maybe it's time to evolve...
Peace...
No problem, decks evolve continuously. I had a lot of fun casting turn one Chalice on one, Reshapers, TKS and even pulled off a turn one Smasher off Gemstone Caverns, Temple and 2 SSG's. It was a bit inconsistent though. Mind Stone (which I hated at one point) does smooth out the consistency at the loss of speed.
If you are going to splash R as well it will mess with your flex land slots. If you are running Cavern of Souls, SGW, Sanctum and Ghost Quarters then at least 3 or 4 of those are going to have to go in place of R sources. Then if you are running 4 SSG and 3/4 other sources of R it would feel like Lightning Bolt could have a slot in there somewhere. If you try it, good luck and let us know your results.
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Playing since 1994: Currently MAGS (HomeBrew),Standard & Pauper (Pioneer and Modern are degenerate trash formats)
STOP using "dude/bro" as a pejorative or insult. Grow up.
Margaret Thatcher: “The problem with socialism is that you eventually run out of other people's money.”
Benjamin Franklin: "Those who would give up essential Liberty, to purchase a little temporary Safety, deserve neither Liberty nor Safety."
Martin Luther King Jr.: "I have a dream that my four little children will one day live in a nation where they will not be judged by the color of their skin, but by the content of their character."
So here's a question that came to me: given that I'm almost always happy to see Mind Stone in testing, has anyone experimented with jamming 3-4 copies of it main? I understand that it puts a crimp on the available flex slots to do so, but smoothing out the early turns and having a cantrip late is good enough that it may be worth a try.
So here's a question that came to me: given that I'm almost always happy to see Mind Stone in testing, has anyone experimented with jamming 3-4 copies of it main? I understand that it puts a crimp on the available flex slots to do so, but smoothing out the early turns and having a cantrip late is good enough that it may be worth a try.
3-4 main was pretty common not too long ago. If you value the consistency that much there's certainly nothing wrong with that configuration.
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Honestly, I feel that Cavern is insanely overrated in this deck by nearly everyone. Sure, it stops Ceremonious Rejection, but I've yet to be in a situation where I felt the need to have a Cavern because I absolutely had to resolve something. And as for Cryptic Command and friends, we can push through them with our mana advantage 95 games out of 100.
In addition, since our deck is already reasonably favored in those matchups, I prefer the utility land slot to be dedicated to other purposes. Right now, I've replaced the standard 2 caverns with 1 Westvale Abbey and 1 Nephalia Academy and had far better results with them, not to mention far more games I wished I had drawn them.
I've been playing around with various things in that slot, because I also came to the conclusion that Surgical is not what we want. Currently, I'm playing around with Karn, EtpE, and Relic in those slots, but I'm not really sure which is the way to go.
Grixis is the elephant in the room but U/W(r) control has a healthy meta share now as well. I've got a 60% win rate over about 30 matches there, but that's with Caverns. Without them I would expect it to be 55% max, probably less. Certainly not 95 games out of 100 lol.
Of lesser significance Merfolk brings in Rejection or Unified Will, Knightfall brings in Unified Will and Bant Eldrazi has Disdainful Stroke.
If these decks aren't prevalent in your meta then I can understand, but otherwise, not having access to at least 1 Cavern with 4 Maps seems pretty suspect to me.
Totally agree, resolving your creatures against both Grixis Shadow and UW control is how you win the matchup. For Grixis, they have the tools to counter so much of our noncreature spells that we need to resolve our creatures to stand a chance against their early board presence. For UW control, if you have no caverns your odds of winning once they get cryptic mana are pretty bad. Jamming threats and making them run out of removal is how to win this matchup. I would never run zero caverns in this deck since we have 4 maps, and having a second one in case of spreading seas as well as to name construct or wurm against Grixis Shadow feels pretty damn nice.
WG G/W Tron GW
BG G/B Tron GB
GG Mono G Tron GG
RG G/R Tron GR
I 100% without question agree with sicsmoo and Tituba9. I think Riomehaire is underestimating the power of not being able to cast your most important creatures without worrying about them getting countered. My local meta is very competitive and diverse, seeing a lot of grixis shadow as well as some UW/UWR/Grixis control (and random merfolk). Having one that you could draw and an additional 4 that you can map-up is so critical that in games 2 and 3 vs shadow and all games vs control matchups I will map it up (almost always) preferentially to any other land I have in my deck. Think about it, you're shutting of however many counter spells they have, TIMES 2! since these decks all have snapcasters which can maximize value of the counterspells.
This has been my land base for the last couple of months. I originally played two caverns but cut one for Buried ruin (never looking back). The only land I would consider changing currently is to take out one GQ for another utility land (maybe Nephalia Acadamy) but I am on the fence as 3 GQs play better when I SB in my Cruicible. This change would result in slightly worse matchups against Land-centric decks but better against discard decks. Since I currently feel our matchup is slightly better against discard strategies, for now this is where it is staying (we'll see if this sticks long-term).
1x Buried Ruin
1x Cavern of Souls
4x Eldrazi Temple
3x Ghost Quarter
1x Sea Gate Wreckage
4x Urza's Mine
4x Urza's Power Plant
4x Urza's Tower
2x Wastes
Sorry about a long post but TL:DR
I cannot see not playing 1 cavern because of both local and current modern meta.
This card is so good against these decks, that when I play against these decks I wish I had a second, naming 'Constructs'
Overall, a second would remove other lands that are too valuable and/or hedge better against other decks
One is perfect.
*edited for clarity
Eldrazi and Taxes (under construction)
Modern: Eldrazi Tron (All sanctioned events; Record: 38-9-2 over ~12 Wed/Fri Night Modern events: 78% match win rate; last updated 9.13.17)
Jeskai Harbinger
Naya Burn (20-6-2 over multiple 1K and FNM events; retired)
Building: Esper control and a mill deck for fun and some variety.
Modern Decks:
UBG Lantern Control GBU
BRG Bridge-Vine GRB
Commander Decks
UBG Muldrotha, Value Elemental GBU
BRG Windgrace Real-Estate Ltd. GRB
#PayThePros
Control has been seeing a bit of an uptick as well, so I wouldn't run without 2 Caverns, as per the current discussion, but 1 is defensible too. I'm currently sporting an Ulamog in the side for these matchups, with added impact in quite a few matchups like the mirror and Valakut, while coming in against Affinity, Dredge, and CoCo as well.
Modern Decks:
UBG Lantern Control GBU
BRG Bridge-Vine GRB
Commander Decks
UBG Muldrotha, Value Elemental GBU
BRG Windgrace Real-Estate Ltd. GRB
#PayThePros
I took Eldrazi Tron to the Charlotte open and didn't drop a game to Grixis Shadow out of 4 matches, even through a game with Rejection-Snapcaster-Rejection. I'm not saying the Cavern accomplishes nothing, but I am saying the number of matches I felt the need to have a Cavern in play was far fewer than the number of matches where I was glad I landed a Nephalia Academy.
WG G/W Tron GW
BG G/B Tron GB
GG Mono G Tron GG
RG G/R Tron GR
edit: Also Ad Nauseam. Not very common right now because of how bad it loses to Shadow, but I just ran into it.
So quick Tourney report (will update with more later)
Team comp is Wilted Abzan, Blue Jund and Eldrazi Tron.
R1 - Blue moon
G1: On the draw, mull to 6 - natural tron in hand, expo map, tks and smasher.
Opponent gets to live the dream with t3 moon, I crack the map for a wastes, I land a chalice for 1, he taps out to let me resolve a t5 smasher, he couldn't deal with it from there.
G2: Mull to 6, T3 moon again. T2 TKS gets remanded, I then played this same TKS 4 times...then drew into my last 3 TKS to strip his hand and proceed with the beats.
Teammates all get up. 1-0
R2 - Scapeshift
G1: On the draw, t3 TKS, strip a scapeshift, he topdecks another to win on 4hp.
(Here we bring in crucible and wails)
G2: Loooong drawn out game, kept a TKS hand with tron and a Karn, begin to strip his hand, he draws into 3 valakaults and a titan to kill Karn and the TKS. I draw All is Dust, blowing up his titan, play a smasher, get him to 3, he rips a search for tomorrow and a mountain off the top to seal the game.
One teammate bricks and gets mana screwed in 2 games.
1-1
R3 - Won the die roll.
G1: Mill to 6, hand is natural tron with expo map and 2 smashers with Karn on top.
Then I found out I was vsing MONO LAND DESTRUCTION. Never got above 2 lands the whole game.
G2: T2 TKS in hand, with a map and Crucible. Get the TKS down, strip a piece of LD, manage to land the crucible and run away with the game.
G3: On the draw, never saw more than 1 land on table the whole game.
Teammates both get up thankfully. 2-1
R4 - On the draw
This round we're actually paired up against some of our good mates so I knew my opp was on Affinity.
G1: Kept a 2 chalice hand with a TKS, unfortunately drew nothing but lands afterwards.
Side in ratchets, wails, OStone, pitching needles and a contortion.
G2: Opp proceeded with the ink moth route to get around an early Reshaper, land pitching naming inkmoth, opponent draws a Cranial plating to take the game.
1 teammate rushed a choice, instead of nuking a DS with Chandra decided to + and reveal (he's never been able to kill DS with her before so was instinct), proceeded to reveal a land making the shadow bigger, battlerage got there.
2-2
R5 (final round) - won the die roll
Vs Jund
G1: T2 TKS, t3 reshaper, he managed to get rid of the TKS and then Lili the reshaper...which enabled tron, next turn was all is dust (making him sac lili and chandra) followed by a smasher to run away with it.
G2: T2 TKS stripping Lili, T3,4 smashers for the fastest game of the day.
End result 3-2 for 11th place.
Our matchup at the top tables was actually really good which made the loss due to mana screw for my teammate a bit rough as I wouldn't have come up against the land destruction deck but that's the way the cookie crumbles!
Great day regardless though
It might also be a redundancy to Eldrazi Temple in early games... Also good putting them together to cast TKS turn 2...
Plus, there's a possibility of splashing red for Artifact Destruction cards from the sideboard...
Any thoughts? TIA...
Modern Decks:
UBG Lantern Control GBU
BRG Bridge-Vine GRB
Commander Decks
UBG Muldrotha, Value Elemental GBU
BRG Windgrace Real-Estate Ltd. GRB
#PayThePros
Agreed, you would have to remove Mind Stone, which is just better in this deck. It gives us an out vs Blood Moon, plus it cycles for 3 mana if top-decked late.
Mind Stone is slower, but overall better.
STOP using "dude/bro" as a pejorative or insult. Grow up.
Margaret Thatcher: “The problem with socialism is that you eventually run out of other people's money.”
Benjamin Franklin: "Those who would give up essential Liberty, to purchase a little temporary Safety, deserve neither Liberty nor Safety."
Martin Luther King Jr.: "I have a dream that my four little children will one day live in a nation where they will not be judged by the color of their skin, but by the content of their character."
I just thought that since we lose to some combo decks and Robots, maybe we could nab some games where it would feel like the deck is somewhat on legacy level when doing that very early TKS & Chalice...
It just feels good when you play a somewhat like "Force of Will" effect in SSG... Especially for Dismember...
This deck solves the late game no hand problem with Sea Gate Wreckage & Endbringers if ever it comes to that...
Plus, was thinking about splashing red for By Force since those Robots are a problem... Crumble to Dust against other Tron decks & Valakut...
I know people don't like it, but I guess it's worth a shot for further innovation... I don't see a lot of Eldrazi Tron winning lately... Maybe it's time to evolve...
Peace...
No problem, decks evolve continuously. I had a lot of fun casting turn one Chalice on one, Reshapers, TKS and even pulled off a turn one Smasher off Gemstone Caverns, Temple and 2 SSG's. It was a bit inconsistent though. Mind Stone (which I hated at one point) does smooth out the consistency at the loss of speed.
If you are going to splash R as well it will mess with your flex land slots. If you are running Cavern of Souls, SGW, Sanctum and Ghost Quarters then at least 3 or 4 of those are going to have to go in place of R sources. Then if you are running 4 SSG and 3/4 other sources of R it would feel like Lightning Bolt could have a slot in there somewhere. If you try it, good luck and let us know your results.
STOP using "dude/bro" as a pejorative or insult. Grow up.
Margaret Thatcher: “The problem with socialism is that you eventually run out of other people's money.”
Benjamin Franklin: "Those who would give up essential Liberty, to purchase a little temporary Safety, deserve neither Liberty nor Safety."
Martin Luther King Jr.: "I have a dream that my four little children will one day live in a nation where they will not be judged by the color of their skin, but by the content of their character."
Legacy: Merfolk U; Shadow UB; Eldrazi Stompy C
Pauper: Delver U
Vintage: Merfolk U
Primers:
3-4 main was pretty common not too long ago. If you value the consistency that much there's certainly nothing wrong with that configuration.