I haven't played blue tron in a while, but champion of wits caught my attention. kind of like thirst for knowledge but with a body. late game the eternalize is expensive, but blue tron is one of the few decks that could afford that.
That's definitely a cool, interesting card and it has the right power level for trading with things. It also does a great job of pitching itself to thirst for knowledge. That being said, I can't really imagine what I would cut to fit it into the deck. Solemn is the first card that comes to find but that already plays a much more valuable role in tutoring up blue sources.
Champion is really bad tho? Draw 2 discard 2 is not good. Like it wouldn't be good for 1 mana. It's unplayable for 3 mana and a small body. Eternalize is 5UU sorc speed... for that mana you can have Gearhulk casting Thirst at instant speed and same value.
So let's talk about Remand.
It's seriously not in a good position in the meta right now with Humans and other Vial decks.
It also is just okay against things like Storm and Jeskai Geist/Control (blanking Cryptics by returning your own spell is nice though, albeit very narrow).
And it's only slightly good against Tron and even then the spell gets destroyed by cast triggers.
Should we be replacing it? If so, what should we replace it as? Mana Leaks are fine, but the problem is it's still 1-for-1.
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Decks
Modern
Mono U-Tron U
Jeskai Control UWR
EDH
Ezuri, Renegade Leader UG
Tasigur, the Golden Fang UGB
mana leak is okay in fast metas, but if the issue is cavern of souls and vial then it is no help.
I really do mostly use it on my own spells these days and the jeskai decks were countering it. My sideboard has negate when I need more counters. Although I did lose a match with a condescend when remand would of saved me. (There was a negate on top of my library so I'd of had more turns) results based thinking though.
It draws a card, it sometimes buys you another turn, can save your spells from counters, it does lots of little things its just hard to quantify its impact.
Against cavern of souls decks you just side out all your counters and try to get to Ugin as fast as you can. In Ugin we trust. Also Ætherize and aetherspouts are somewhat underrated for reseting against decks like that. You might have to switch in more main deck removal to free up space in the sideboard.. modern sideboard space is a precious commodity .
I have been reading this thread for long (and posted some in the past), I have recently returned after (another) 2 years break. I am trying to improve my Mono U Tron with the budget I have. I would like to ask you, if you can help me prioritize the cards I should go and buy first for. I know and have read all the current builds but I just cannot decide what should be my priority (I cannost spend much with my teacher's salary).
Any another advices would be much appreciated! Thank you in advance!
Thanks alexmoita, I will try to do as you have advised to me! I wonder what happened to price of Chalice of the Void, I remember buying one for 10 €...
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Active player in years 1999-2004.
Mono U Draw & Go fan
Decks:
Modern - Mono U Tron, UR Delver
Legacy - UR Delver
Pauper - BGRUW Tron, Mono U Delver, Mono B Control
Hmm, and about chalice of the void - do We have general consensus about how much do We use? 1-1 between mainboard/sideboard? Do this 1 mainboard chalice is enough? Goin 3 mainboard is really that greedy? Maybe 2-1?
If You play more chalices, what are the reasons behind?
I'd like to start a discussion to really improve our deck to the next level because I've been stuck thinking about it.
I've been playing Mono-U Tron for almost a year now and I've done pretty decent. I've won a 1k event, went 2nd another time, and now I'm preparing for GP's and bigger 3k/5k events. Despite my very small successes though, I've had some horrible events too. And the thing that I find the hardest to deal with is the deck just losing to itself.
The deck is so inconsistent, especially considering how it's a mono-blue deck. I seriously think this is the main reason that we don't see Mono-U Tron show up in larger events that play 10+ rounds, even though the deck has tremendous potential. I mean yea, it's great when you just straight-out win on turn 4 or turn 5 with a threat and a counter to back it up. But we rely so much on the fact that we're going to counter a spell with Condescends to scry 2 or cantrip with Remand or Repeal to delay the tempo of our opponent. I've had multiple times where I would mulligan to 5 or even 4 to find myself with unplayable, uninteractive hands (or inconsistent mana sources). Most of us don't play Serum Visions (and let's not kid ourselves with Opt, it doesn't dig deep enough for what our deck does) so we rely heavily on our Condescends and Cantrips for our early game setup. And that's the problem. If our opponent doesn't play a spell or just have more mana than us in the early game, we fall behind. Compare that to other popular control decks like Jeskai (both draw-go and Geists), UW, Blue Moon, or Lantern, we play far less reliable cantrips. It feels so much narrower than the Tier 1 control decks. And yes, even more so than Lantern, there I said it. I think what our deck needs is flexibility and consistency and I want to find out ways to do that.
I've brought this discussion up before, but I personally think Remand is now unplayable in this meta. The mana curve of the meta have gone down significantly and it's really tough to get any value out of the card. You often will basically use 2 mana to cycle it. Remand is indeed great though against mid-range decks like Jund, Abzan, or E-Tron, but their showings aren't that strong and all counterspells are great against them anyways. I've been playing Supreme Will instead and I love the way you can dig 4 and not even have to reveal the card. I think it's an okay replacement, though I wish there was something better.
The other problem is our access to blue source, but I think this gets so much easier with Field of Ruin. It is basically a Ghost Quarter loaded with the ability of a "fetchland" that doesn't decrease our overall mana.
My last problem, especially at the last 1k event, was dealing with early game creatures. I've always had 2x Spatials in my main 60, but these are very mediocre. I wish we had access to Path or Bolt. I've contemplated the idea of splashing white or red (even black) for that reason, but the mana base is already a struggle as it is and it gets so much harder with the splash. I've also wondered about having more Ballistas, but it seems like a clunky idea as they're also quite expensive. But they are very flexible.
What do you guys think and how can we improve this deck even more from what Shoktroopa has started?
I'm a long time reader/player but almost never post. I think the solution to the color inconsistency and the early game interaction is to play more low cost colorless spells on main, reducing the mana curve and having more options to play early in order to defend our selves.
Maybe we should try lotus bloom? Fix our mana, cost 0, we can put our big thinks like normal eldrazi without having tron, we can put it away with thirst for knowledge, wurmcoil turn 3-4, cracking our oblivion stone sure is possible. I read this in a German forum, but the other guys there laugh about the guy which say it....but I thinked about it and maybe it is a possible way to try it?
What do you drop though? For lotus bloom you eliminate what from the 60? For serum visions, you could replace remand, for 2-3 spots?
I agree that the deck feels inconsistent and could benefit from things like serum visions, ancient stirrings, etc, to sculpt draws and your hand better, but what do you drop? Would serum make more sense over thirst for knowledge? It gets played earlier and has a lower cost, but doesn't generate the card advantage and is sorcery speed...
It just seems like every slot is already maximized, as much as it can be, for generating value, so what can you do to generate equivalent value and better consistency?
http://f2fseries.facetofacegames.com/vancouver-open-january-20th-2018/
its supposed to be an almost exact copy of shoks list
anyone given it a shot?
That's definitely a cool, interesting card and it has the right power level for trading with things. It also does a great job of pitching itself to thirst for knowledge. That being said, I can't really imagine what I would cut to fit it into the deck. Solemn is the first card that comes to find but that already plays a much more valuable role in tutoring up blue sources.
Retired
Legacy:
GRUB Lands
Modern:
U Tron
RG Tron
RG Ponza
Youtube Channel
My stream:
www.twitch.tv/pierakor
My Disco:
https://discord.gg/gTt6xHd
It's seriously not in a good position in the meta right now with Humans and other Vial decks.
It also is just okay against things like Storm and Jeskai Geist/Control (blanking Cryptics by returning your own spell is nice though, albeit very narrow).
And it's only slightly good against Tron and even then the spell gets destroyed by cast triggers.
Should we be replacing it? If so, what should we replace it as? Mana Leaks are fine, but the problem is it's still 1-for-1.
Modern
Mono U-Tron U
Jeskai Control UWR
EDH
Ezuri, Renegade Leader UG
Tasigur, the Golden Fang UGB
mana leak is okay in fast metas, but if the issue is cavern of souls and vial then it is no help.
I really do mostly use it on my own spells these days and the jeskai decks were countering it. My sideboard has negate when I need more counters. Although I did lose a match with a condescend when remand would of saved me. (There was a negate on top of my library so I'd of had more turns) results based thinking though.
It draws a card, it sometimes buys you another turn, can save your spells from counters, it does lots of little things its just hard to quantify its impact.
Against cavern of souls decks you just side out all your counters and try to get to Ugin as fast as you can. In Ugin we trust. Also Ætherize and aetherspouts are somewhat underrated for reseting against decks like that. You might have to switch in more main deck removal to free up space in the sideboard.. modern sideboard space is a precious commodity .
Pioneer:UR Pheonix
Modern:U Mono U Tron
EDH
GB Glissa, the traitor: Army of Cans
UW Dragonlord Ojutai: Dragonlord NOjutai
UWGDerevi, Empyrial Tactician "you cannot fight the storm"
R Zirilan of the claw. The solution to every problem is dragons
UB Etrata, the Silencer Cloning assassination
Peasant cube: Cards I own
I have been reading this thread for long (and posted some in the past), I have recently returned after (another) 2 years break. I am trying to improve my Mono U Tron with the budget I have. I would like to ask you, if you can help me prioritize the cards I should go and buy first for. I know and have read all the current builds but I just cannot decide what should be my priority (I cannost spend much with my teacher's salary).
Any another advices would be much appreciated! Thank you in advance!
1 Academy Ruins
4 Urza's Mine
4 Urza's Power Plant
4 Urza's Tower
1 Ghost Quarter
9 Island
Artifacts:9
1 Chalice of the Void
4 Expedition Map
2 Mindslaver
1 Ratchet Bomb
1 Talisman of Progress
Spells:20
3 Anticipate
1 Cyclonic Rift
4 Thirst for Knowledge
4 Condescend
1 Ugin, the Spirit Dragon
2 Mana Leak
4 Repeal
1 Spell Burst
1 Platinum Angel
1 Wurmcoil Engine
2 Solemn Simulacrum
1 Sundering Titan
1 Treasure Mage
1 Trinket Mage
2 Dismember
1 Grafdigger's Cage
1 Hurkyl's Recall
1 Pithing Needle
2 Spreading Seas
2 Surgical Extraction
2 Negate
2 Tormod's Crypt
2 Echoing Truth
Mono U Draw & Go fan
Decks:
Modern - Mono U Tron, UR Delver
Legacy - UR Delver
Pauper - BGRUW Tron, Mono U Delver, Mono B Control
Mono U Draw & Go fan
Decks:
Modern - Mono U Tron, UR Delver
Legacy - UR Delver
Pauper - BGRUW Tron, Mono U Delver, Mono B Control
If You play more chalices, what are the reasons behind?
/discuss
Just went 4-0 at my local FNM on Friday .. again.
2-0 E-Tron
2-0 Goblins
2-0 Lantern
2-1 Infect
Anyone here who has any ambition for bigger competitive play this year?
I will take U-Tron (if nothing is banned, or the meta is 100% against us) to the following events this year and hopefully make Day2 at a GP:
GP Amsterdam (Sides)
MKM Series Hamburg
GP Brussels (Sides)
GP Prague (Mainevent)
GP Stockholm (Mainevent)
Hope to see some fellow U-Tron players around Europe this year.
Greets
Max
UTron
www.magickeller.de
Facebook:
www.facebook.com/magickeller
Youtube:
Magickeller Hannover YOUTUBE Channel
can show Us Your lists Guys ? C'mooon! GL right there and show them the power of true Urza's Tron!
I've been playing Mono-U Tron for almost a year now and I've done pretty decent. I've won a 1k event, went 2nd another time, and now I'm preparing for GP's and bigger 3k/5k events. Despite my very small successes though, I've had some horrible events too. And the thing that I find the hardest to deal with is the deck just losing to itself.
The deck is so inconsistent, especially considering how it's a mono-blue deck. I seriously think this is the main reason that we don't see Mono-U Tron show up in larger events that play 10+ rounds, even though the deck has tremendous potential. I mean yea, it's great when you just straight-out win on turn 4 or turn 5 with a threat and a counter to back it up. But we rely so much on the fact that we're going to counter a spell with Condescends to scry 2 or cantrip with Remand or Repeal to delay the tempo of our opponent. I've had multiple times where I would mulligan to 5 or even 4 to find myself with unplayable, uninteractive hands (or inconsistent mana sources). Most of us don't play Serum Visions (and let's not kid ourselves with Opt, it doesn't dig deep enough for what our deck does) so we rely heavily on our Condescends and Cantrips for our early game setup. And that's the problem. If our opponent doesn't play a spell or just have more mana than us in the early game, we fall behind. Compare that to other popular control decks like Jeskai (both draw-go and Geists), UW, Blue Moon, or Lantern, we play far less reliable cantrips. It feels so much narrower than the Tier 1 control decks. And yes, even more so than Lantern, there I said it. I think what our deck needs is flexibility and consistency and I want to find out ways to do that.
I've brought this discussion up before, but I personally think Remand is now unplayable in this meta. The mana curve of the meta have gone down significantly and it's really tough to get any value out of the card. You often will basically use 2 mana to cycle it. Remand is indeed great though against mid-range decks like Jund, Abzan, or E-Tron, but their showings aren't that strong and all counterspells are great against them anyways. I've been playing Supreme Will instead and I love the way you can dig 4 and not even have to reveal the card. I think it's an okay replacement, though I wish there was something better.
The other problem is our access to blue source, but I think this gets so much easier with Field of Ruin. It is basically a Ghost Quarter loaded with the ability of a "fetchland" that doesn't decrease our overall mana.
My last problem, especially at the last 1k event, was dealing with early game creatures. I've always had 2x Spatials in my main 60, but these are very mediocre. I wish we had access to Path or Bolt. I've contemplated the idea of splashing white or red (even black) for that reason, but the mana base is already a struggle as it is and it gets so much harder with the splash. I've also wondered about having more Ballistas, but it seems like a clunky idea as they're also quite expensive. But they are very flexible.
What do you guys think and how can we improve this deck even more from what Shoktroopa has started?
Modern
Mono U-Tron U
Jeskai Control UWR
EDH
Ezuri, Renegade Leader UG
Tasigur, the Golden Fang UGB
I'm a long time reader/player but almost never post. I think the solution to the color inconsistency and the early game interaction is to play more low cost colorless spells on main, reducing the mana curve and having more options to play early in order to defend our selves.
Here is my current list.
1x Academy Ruins
1x Field of Ruin
1x Gemstone Caverns
4x Island
1x Oboro, Palace in the Clouds
1x River of Tears
1x Snow-Covered Island
1x Tolaria West
1x Urborg, Tomb of Yawgmoth
4x Urza's Mine
4x Urza's Power Plant
4x Urza's Tower
Artifact (11)
1x Batterskull
2x Chalice of the Void
1x Engineered Explosives
4x Expedition Map
1x Mindslaver
1x Oblivion Stone
1x Talisman of Dominance
1x Platinum Angel
1x Snapcaster Mage
1x Solemn Simulacrum
1x Spellskite
1x Sundering Titan
1x Treasure Mage
1x Trinket Mage
1x Walking Ballista
1x Wurmcoil Engine
Instant (15)
4x Condescend
1x Cyclonic Rift
1x Gifts Ungiven
2x Remand
1x Repeal
1x Spell Burst
1x Supreme Will
4x Thirst for Knowledge
Planeswalker (1)
1x Ugin, the Spirit Dragon
1x Dismember
1x Field of Ruin
1x Grafdigger's Cage
1x Hangarback Walker
1x Hurkyl's Recall
2x Negate
1x Pithing Needle
1x Relic of Progenitus
1x Repeal
1x Silent Arbiter
2x Spatial Contortion
1x Steel Wall
1x Tormod's Crypt
I don't claim to be an expert or anything but it helps to have more low cost spells and spells that are oriented to the defense side of things
360 Pauper Cube The Trinket Box
PDH Decks
Classic Pauper Decks
What do you drop though? For lotus bloom you eliminate what from the 60? For serum visions, you could replace remand, for 2-3 spots?
I agree that the deck feels inconsistent and could benefit from things like serum visions, ancient stirrings, etc, to sculpt draws and your hand better, but what do you drop? Would serum make more sense over thirst for knowledge? It gets played earlier and has a lower cost, but doesn't generate the card advantage and is sorcery speed...
It just seems like every slot is already maximized, as much as it can be, for generating value, so what can you do to generate equivalent value and better consistency?