I mean, Lantern Control is where it's at because of the community of players building and refining the deck. It's won a Pro Tour because of it. I believe U-Tron could win a major too if we refine the deck more as a collective mind. Like Shoktroopa's said, his decklist is very tight, but it doesn't mean that we can make some drastic changes or bring in some spicy innovations to it.
I don't think red needs to be splahsed for yet another finisher with U-Tron. U-Tron's very diverse in wincons and I don't think it needs anymore. We don't necessarily have a hard time once we can get a wincon out. It just needs more consistent ways to get there.
I've also played other control decks like Jeskai, UW, and Blue Moon and I seriously have to agree with @NuBlkAu. There's so many tools and variety of answers when you play those decks, but U-Tron is very very narrow in its game plan. We don't have good removals as Mono-U so we rely heavily on counterspells or Repeal effects. We lack the flexibility of other decks because it's not like we can "cycle" our counterspells when we face an opponent with uncounterable spells or uninteractive lines (i.e. Aether Vial). Jeskai for instance can just burn the opponent and cycle or gain life with Electrolyze and Lightning Helixes. These control decks thrive, even though their wincons are quite lackluster than U-Tron, because of the cheap, effective interactions and just amazing cards like Cryptic Command.
And if we start talking about splashing then it gets very jumbled because the mana base is already super tight. I think the deck would be so different that it would have to be a different archetype.
I do think that Snapcasters are insanely good in the current meta and very undervalued for U-Tron. With Field of Ruin or playing Talismans, we don't have much trouble getting to double blue. I would LOVE to play Cryptic Command, but I think this is a bit of a stretch? But as mono-U, spells with multiple mods in the mainboard are the best options because it lets us adapt without having to sideboard. Cards like Supreme Will I think is undervalued in that regards. Most people play 0 and maybe 1. The card digs 4 at instant speed and it's got a Mana Leak mod. It plays well with Tron because of it costing 2 + 1U like Thirst. I've been playing 2 and it's been great just for the dig for answer option in matchups where counterspells are utterly useless. I think cutting a Condescend or two in replacement for a Supreme Will is also a viable option, especially as we are in a meta with cheap interactions.
Edit: Well, Jace has been unbanned. What do you guys think it'll do to the format and our deck?
Lol. I played a comp leave with that list and it kinda felt bad. Needed counters
I did make a through the breach list too though before I even saw someone mention it! I’ll give it a whirl later.
undervalued cards we can a should play maybe
Search for azcanta ... all ux control lists play this because it is so strong.
Snapcaster mage... fits perfectly when we don’t have tron. If we have tron and U we assume all is well. If we don’t we likely have UUCC or UUUC ... snappy helps smooth things out.
If playing mana leak over remand. Snapcaster can generate similar value.
But for real. Our main win cons at this point are usually mindslaver and walking ballista. The rest are good and have their time to shine/stall for us (wurmcoil angel) and (ugin/ Titan) are situationallly great.
Have liked one karn in u tron lists for a bit.
Jace doesn’t seem great to me because we can’t shuffle our library with fetches to utilize brainstorm mode.
I'm gonna try cutting a Condescend for another Supreme Will and play 3/3/3/3 split between Condescend, Remand, Repeal, and Supreme Will. I have a 5k Open coming up soon and I'll be packing my U-Tron for it. I might bring in some Jace's Defeat in the SB.
@NuBlkAu: How do you find playing Dismembers in main? Are they more often a useful card or a dead card?
Private Mod Note
():
Rollback Post to RevisionRollBack
Decks
Modern
Mono U-Tron U
Jeskai Control UWR
EDH
Ezuri, Renegade Leader UG
Tasigur, the Golden Fang UGB
If you haven’t seen or used Jace in legacy. Fetched make it work best. Not sorcery speed shuffle effects. It’s still powerful ether way. I could see a copy in the deck.
Seems like wotc is trying to make midrange good again. Which is good for us though.
I hate mana leak btw. I’d almost rather delay. Ha
Just remember as shok says the deck needs a certain amount of cantrips to function. Remand card draw is important.
The deck has always had a flex slot with solemn/relic/gifts. This is the PERFECT slot for a jace. I don't think the deck needs more than 1. I also believe jace's defeat is a GREAT card to have in the board as it doubles as a gainsay while being an anti jace counter. Here is what I want to run. Not too much different than the stock
// 60 Maindeck
// 10 Artifact
1 Chalice of the Void
1 Engineered Explosives
4 Expedition Map
1 Oblivion Stone
2 Mindslaver
1 Talisman of Dominance
// 24 Land
1 Academy Ruins
1 Gemstone Caverns
4 Island
1 Oboro, Palace in the Clouds
1 River of Tears
1 Tolaria West
4 Urza's Mine
4 Urza's Power Plant
4 Urza's Tower
2 Snow-Covered Island
1 Tectonic Edge
// 2 Planeswalker
1 Ugin, the Spirit Dragon
1 Jace, the Mind Sculptor
// 15 Sideboard
// 1 Artifact
SB: 1 Chalice of the Void
For me the problem with Jace is that he cost double U and that can be hard to get, i mean for 1 more mana you can have Batterskull with is way better board stabilizer than Jace IMO.
That's not the point of JTMS though. You don't just slam it down on turn 4 and expect to win the game (you probably will though if it sticks). It's another finisher for blue control decks. Brainstorm is banned for a reason and to get a Brainstorm effect every turn is insane. That's why Search for Azcanta is so powerful and Azcanta control mirrors become all about trying to get it off each players' field. All that being said though, I don't think U-Tron is the right shell for JTMS. We don't really need him.
Hey ya'll So, this is my second favorite deck, behind Lantern, and I'd seen the talk about reviewing the deck for possible adjustments. I'd been looking at my deck for a while and trying to figure out how to use the same method I used with Lantern for this. Unfortunately, it's quite a bit more complicated with this deck.
My method for tweaking Lantern was to just take the top cards played in the metagame and find cards which would neutralize as many metagame cards as possible using as few slots as possible in the deck. Thus, cards like Ensnaring Bridge, Pithing Needle, etc., performed well.
Applying that to this deck doesn't quite work, however. After playing quite a few games, I've found that the gameplan typically boils down to:
Hit every land drop every turn
Delay or neutralize the opponent's threats
Stabilize with a threat that can "turn the corner"
Maintain control while our threat(s) finish the game
I found that many times, I wouldn't even need Tron to win. I just had to hit every land drop, and so long as I was using my life as a resource effectively, I would be able to turn the corner rather well. Hitting Tron was just a bonus most times. I didn't have to counter every spell, or bounce every permanent the opponent had - I just had to do so in a manner that slowed the opponent's clock down to a point where I could establish a controlling gamestate.
The method for doing this typically relied on Condescend, Repeal, and Remand. Problems with these cards, however, are that in nearly every case, we had to pay more mana to neutralize the opponent's threat than they needed to play it. This meant that we needed to be on the play to effectively do this.
Although, this is all hypothetical, since I don't have data to verify if being on the play yielded superior winning percentages than being on the draw.
This is obviously possible to do, as we do have sporadic good results from events. Those results are sporadic, though, so that means there is a problem somewhere. I tried to come up with various hypothesis' for what those problems are. I came up with the following:
There may not currently be the tools printed available to push the deck into the top tiers.
The deck may be complicated in such a way that proper piloting is too difficult to reliably perform in a typical player's hands.
The deck may not have enough numbers playing it to consistently beat the odds at events.
There may be tools printed and available for the deck to perform, but they haven't been discovered and/or adopted.
The first, second, and third potential problems are not, in my opinion, things that any of us have enough control over to solve. Assuming that is true, that leaves us with the last potential problem, and how to address it.
One solution to get that tempo advantage, since we presumably want to be a land drop ahead of the opponent, seems to already be played in most lists - Gemstone Caverns. However, this is not consistent. I do agree that it's probably best to keep it in the deck, of course, but it means that we will need to find other methods to compensate for this lack of consistency.
This brings me back to my work with Lantern, in using single cards to neutralize large portions of cards in the metagame. It seems that most Utron lists already run some number of Chalice of the Void. So why are we not running a full playset? I understand that it doesn't work well with our Expedition Maps, but there are other decks that also have this problem and continue to perform fine. I propose that this might work the same for us. With Chalice, our Remands immediately become much better, as we are now nearly guaranteed to come out even on our mana parity with it.
This does mean that Commit/Memory becomes slightly better as well. Commit is already decent, in helping with uncounterable spells (a la Cavern of Souls), while still acting as a good bounce effect if it's topdecked after a problem permanent has already resolved. However, Memory becomes much better if, when we cast it, the opponent ends up drawing multiple spells that get countered thanks to Chalice.
There is another way to approach a revision of the deck, in that we analyze the decision trees of decks we expect to face, and then redesign the deck in such a way as to neutralize as many branches as possible. I'd actually started doing that, but found that it was quite a bit of work, and much easier if I had other people to talk with in real time to be sure that I wasn't missing something.
Anyways, with all of that said, this is the decklist that I'd probably play. Unfortunately, I do have financial responsibilities that prevent me from spending $285 on a playset of Chalice, so all of my testing will be on Cockatrice. I do plan on making a spreadsheet to keep track of deck and card performance, and I'll be sure to share that as work progresses.
I also feel like the "Tron" part of the deck is not as important as the other tron decks reason why we don't run Karn Liberated, I also think there are some "cornerstones" that "define" this deck:
Engine/Core: Cards that make the deck "tick" almost never side out
And even on this "second tier" section of the deck many of the cards are consider staples.
My point is that the current version of the deck is pretty tightly packed and maybe we can test something "crazy" like running play-set of Dismember/Snapcaster Mage/Walking Ballista and see what happens.
Edit #1
I forgot to mention Cyclonic Rift usually 0 ~ 1 so yeah more cards.
I've been playing Utron and following this thread for a while now but haven't posted since eldrazi winter. Just wanted to log in to say thanks to thnkr for that write up, some cool ideas.
On Jace, I agree with repeatsyx2. I don't think we really want him. I'll def try it because I own a copy but I'm not holding my breathe.
Has anyone ever thought of the position of Condescend as of late? Do we really need to play the full playset when the format's skewed towards cheaper interactions? In my last 1k event I found the card to be dead half the time and great the other. It's pretty easy for a good player to play around Condescend and I'm very torn whether or not to keep the full playset or cut 1 for a removal or a Supreme Will. I feel like our reliance on Condescend is what heavily deters the consistency of the deck because we CANNOT miss a land drop for the card to be good. And the existence of Field of Ruin in every control mirror seems to make the matchup a lot harder. It's a lot tougher for us to keep tron online and have more mana than the opposing control player and I feel like Condescend is very lackluster when you compare it to their spells like Logic Knot and Cryptic Command. Is it just me?
The biggest plus to condescend is the scry. often I'll condescend an early threat to scry and there are even times where I've almost got tron online and need a piece so I counter something with x at 0 to scry. It's an integral part of how the deck sets up and I would never go below 3. personally, I think 4 is a must.
Private Mod Note
():
Rollback Post to RevisionRollBack
Standard: Bant Approach, Grixis Control
Modern: Mono U Tron, Ajundi, Ad Nauseam, TITI Moon, GR Ponza, 5C Humans
Legacy: Lands, Mono Red Sneak, 4C Loam
I am excited for Jace to be legal. I do think some matchups will get harder for us no doubt but I am hopeful that our deck will become a much better trinket mage deck. pithing needle will become a great hoser. Im scared of RUG blood moon/jace/tarmo-snap decks the most. Also, BBE cascading into kcommand is feeling more like a value train than jace (yes i have sat across from jace many times and understand the brainstrom effect). That said, we run Thirst which I do belive at instant speed is stronger.
Now when evaluating our hands we have to think, does this get run over by early aggression and does it have the ability to find an answer for jace? (THIS IS WHAT IS GOING TO BE HARD)
All-in-all I am very optimistic and do feel we are playing one of the most powerful decks ever made with respect to the environment it is in.
With spot removal going up i do think chalice will be in a good spot. But again, BBE into kcommand is like grixis control-grind for jund
This has been the version of the deck i've been jamming since picking it back up after getting Dredge. I have 3x lantern control players in my meta, 3x flavors of Death and Taxes, some Counter's Company, 3x 8-Rack Players, 1x Ad Nauseum, 1x humans player, 3x burn players, 1x Eldrazi tron, 1x Gw Tron, 1x Naya Kiki, 1x KCI combo, a couple storm players, and other various Brews*. The majority of our Control players have either sold the deck or are looking too, we did have UW and Jeskai tempo but I don't know how often play it. I've been trying to tailor my sideboard for my meta but I've been wanting to start going to bigger tournaments like SCG modern opens and Modern GPs, with Jace and BBE being freed next Monday, do you guys see any changes I could make to my list that would help give me an edge?
*Many people own multiple decks and play a different one every week, we normally have 8-16 people for modern.
**note i've definitely been thinking about going to 3 repeals and 3 remands, I also picked up 2 Sorcerous Spyglass and have 2 Pithing Needle already in my potential sideboard binder
Id drop 1 wurm for 1 snap. 1 remand for 1 repeal. Add pithing needle for trinket mage package. Maybe move sundering titan to sb and move some form of permanent removal main? Im thinking we want a clean jace answer and other problematic permanents main. repeal is nice but im thinking "Imprisoned in the Moon" but really not sold on it. 2nd cyclonic rift or plus 1 ugin/all is dust with snap?
I was thinking about the Jace situation and i think Sundering Titan is probably our best bet, and here is my reasoning why...
It will hit their Island not ours
It will hit at least 1 more land (probably 2 more)
If they bounce it with Jace or get it remove with Path to Exile the trigger will happens again
I'm not saying that we must run more than one, I'm just pondering on it's application.
Also since Jace will "push up" many UWx decks we will have to face more Path to Exile meaning Batterskull becomes better.
Another thing, probably we will have to run 3 to 4 Chalice of the Void main deck because of the increase of decks with many 1 CMC spells like UWx control and BGR with BBE hitting more Lightning Bolts and this will result on the need to run some form of protection with CMC > 1 like Spellskite to fight Kolaghan's Command and Sorcerous Spyglass to fight Jace.
I don't think red needs to be splahsed for yet another finisher with U-Tron. U-Tron's very diverse in wincons and I don't think it needs anymore. We don't necessarily have a hard time once we can get a wincon out. It just needs more consistent ways to get there.
I've also played other control decks like Jeskai, UW, and Blue Moon and I seriously have to agree with @NuBlkAu. There's so many tools and variety of answers when you play those decks, but U-Tron is very very narrow in its game plan. We don't have good removals as Mono-U so we rely heavily on counterspells or Repeal effects. We lack the flexibility of other decks because it's not like we can "cycle" our counterspells when we face an opponent with uncounterable spells or uninteractive lines (i.e. Aether Vial). Jeskai for instance can just burn the opponent and cycle or gain life with Electrolyze and Lightning Helixes. These control decks thrive, even though their wincons are quite lackluster than U-Tron, because of the cheap, effective interactions and just amazing cards like Cryptic Command.
And if we start talking about splashing then it gets very jumbled because the mana base is already super tight. I think the deck would be so different that it would have to be a different archetype.
I do think that Snapcasters are insanely good in the current meta and very undervalued for U-Tron. With Field of Ruin or playing Talismans, we don't have much trouble getting to double blue. I would LOVE to play Cryptic Command, but I think this is a bit of a stretch? But as mono-U, spells with multiple mods in the mainboard are the best options because it lets us adapt without having to sideboard. Cards like Supreme Will I think is undervalued in that regards. Most people play 0 and maybe 1. The card digs 4 at instant speed and it's got a Mana Leak mod. It plays well with Tron because of it costing 2 + 1U like Thirst. I've been playing 2 and it's been great just for the dig for answer option in matchups where counterspells are utterly useless. I think cutting a Condescend or two in replacement for a Supreme Will is also a viable option, especially as we are in a meta with cheap interactions.
Edit: Well, Jace has been unbanned. What do you guys think it'll do to the format and our deck?
Modern
Mono U-Tron U
Jeskai Control UWR
EDH
Ezuri, Renegade Leader UG
Tasigur, the Golden Fang UGB
I did make a through the breach list too though before I even saw someone mention it! I’ll give it a whirl later.
undervalued cards we can a should play maybe
Search for azcanta ... all ux control lists play this because it is so strong.
Snapcaster mage... fits perfectly when we don’t have tron. If we have tron and U we assume all is well. If we don’t we likely have UUCC or UUUC ... snappy helps smooth things out.
If playing mana leak over remand. Snapcaster can generate similar value.
But for real. Our main win cons at this point are usually mindslaver and walking ballista. The rest are good and have their time to shine/stall for us (wurmcoil angel) and (ugin/ Titan) are situationallly great.
Have liked one karn in u tron lists for a bit.
Jace doesn’t seem great to me because we can’t shuffle our library with fetches to utilize brainstorm mode.
1 Trinket Mage
1 Treasure Mage
1 Solemn Simulacrum
1 Tolaria West
1 Field of Ruin
Isn't enough to shuffle or need more ?
@NuBlkAu: How do you find playing Dismembers in main? Are they more often a useful card or a dead card?
Modern
Mono U-Tron U
Jeskai Control UWR
EDH
Ezuri, Renegade Leader UG
Tasigur, the Golden Fang UGB
Seems like wotc is trying to make midrange good again. Which is good for us though.
I hate mana leak btw. I’d almost rather delay. Ha
Just remember as shok says the deck needs a certain amount of cantrips to function. Remand card draw is important.
// 60 Maindeck
// 10 Artifact
1 Chalice of the Void
1 Engineered Explosives
4 Expedition Map
1 Oblivion Stone
2 Mindslaver
1 Talisman of Dominance
// 7 Creature
1 Walking Ballista
1 Snapcaster Mage
1 Treasure Mage
1 Trinket Mage
1 Wurmcoil Engine
1 Platinum Angel
1 Sundering Titan
// 17 Instant
4 Condescend
3 Repeal
1 Cyclonic Rift
3 Remand
1 Supreme Will
4 Thirst for Knowledge
1 Dismember
// 24 Land
1 Academy Ruins
1 Gemstone Caverns
4 Island
1 Oboro, Palace in the Clouds
1 River of Tears
1 Tolaria West
4 Urza's Mine
4 Urza's Power Plant
4 Urza's Tower
2 Snow-Covered Island
1 Tectonic Edge
// 2 Planeswalker
1 Ugin, the Spirit Dragon
1 Jace, the Mind Sculptor
// 15 Sideboard
// 1 Artifact
SB: 1 Chalice of the Void
// 1 Creature
SB: 1 Wurmcoil Engine
// 2 Enchantment
SB: 2 Spreading Seas
// 9 Instant
SB: 2 Surgical Extraction
SB: 2 Dismember
SB: 3 Spatial Contortion
SB: 2 Jace's Defeat
// 1 Land
SB: 1 Ghost Quarter
// 1 Sorcery
SB: 1 All Is Dust
Modern: Mono U Tron, Ajundi, Ad Nauseam, TITI Moon, GR Ponza, 5C Humans
Legacy: Lands, Mono Red Sneak, 4C Loam
360 Pauper Cube The Trinket Box
PDH Decks
Classic Pauper Decks
Modern
Mono U-Tron U
Jeskai Control UWR
EDH
Ezuri, Renegade Leader UG
Tasigur, the Golden Fang UGB
360 Pauper Cube The Trinket Box
PDH Decks
Classic Pauper Decks
My method for tweaking Lantern was to just take the top cards played in the metagame and find cards which would neutralize as many metagame cards as possible using as few slots as possible in the deck. Thus, cards like Ensnaring Bridge, Pithing Needle, etc., performed well.
Applying that to this deck doesn't quite work, however. After playing quite a few games, I've found that the gameplan typically boils down to:
I found that many times, I wouldn't even need Tron to win. I just had to hit every land drop, and so long as I was using my life as a resource effectively, I would be able to turn the corner rather well. Hitting Tron was just a bonus most times. I didn't have to counter every spell, or bounce every permanent the opponent had - I just had to do so in a manner that slowed the opponent's clock down to a point where I could establish a controlling gamestate.
The method for doing this typically relied on Condescend, Repeal, and Remand. Problems with these cards, however, are that in nearly every case, we had to pay more mana to neutralize the opponent's threat than they needed to play it. This meant that we needed to be on the play to effectively do this.
Although, this is all hypothetical, since I don't have data to verify if being on the play yielded superior winning percentages than being on the draw.
This is obviously possible to do, as we do have sporadic good results from events. Those results are sporadic, though, so that means there is a problem somewhere. I tried to come up with various hypothesis' for what those problems are. I came up with the following:
The first, second, and third potential problems are not, in my opinion, things that any of us have enough control over to solve. Assuming that is true, that leaves us with the last potential problem, and how to address it.
One solution to get that tempo advantage, since we presumably want to be a land drop ahead of the opponent, seems to already be played in most lists - Gemstone Caverns. However, this is not consistent. I do agree that it's probably best to keep it in the deck, of course, but it means that we will need to find other methods to compensate for this lack of consistency.
This brings me back to my work with Lantern, in using single cards to neutralize large portions of cards in the metagame. It seems that most Utron lists already run some number of Chalice of the Void. So why are we not running a full playset? I understand that it doesn't work well with our Expedition Maps, but there are other decks that also have this problem and continue to perform fine. I propose that this might work the same for us. With Chalice, our Remands immediately become much better, as we are now nearly guaranteed to come out even on our mana parity with it.
This does mean that Commit/Memory becomes slightly better as well. Commit is already decent, in helping with uncounterable spells (a la Cavern of Souls), while still acting as a good bounce effect if it's topdecked after a problem permanent has already resolved. However, Memory becomes much better if, when we cast it, the opponent ends up drawing multiple spells that get countered thanks to Chalice.
There is another way to approach a revision of the deck, in that we analyze the decision trees of decks we expect to face, and then redesign the deck in such a way as to neutralize as many branches as possible. I'd actually started doing that, but found that it was quite a bit of work, and much easier if I had other people to talk with in real time to be sure that I wasn't missing something.
Anyways, with all of that said, this is the decklist that I'd probably play. Unfortunately, I do have financial responsibilities that prevent me from spending $285 on a playset of Chalice, so all of my testing will be on Cockatrice. I do plan on making a spreadsheet to keep track of deck and card performance, and I'll be sure to share that as work progresses.
1 Oboro, Palace in the Clouds
1 Academy Ruins
1 Gemstone Caverns
1 Tolaria West
4 Urza's Tower
4 Urza's Mine
4 Urza's Power Plant
8 Island
1 Treasure Mage
1 Solemn Simulacrum
1 Torrential Gearhulk
1 Wurmcoil Engine
1 Platinum Angel
1 Sundering Titan
Artifacts: 11
4 Chalice of the Void
4 Expedition Map
2 Mindslaver
1 Oblivion Stone
4 Condescend
3 Repeal
3 Remand
2 Commit//Memory
1 Cyclonic Rift
1 Supreme Will
4 Thirst for Knowledge
Planeswalker: 1
1 Ugin, the Spirit Dragon
Lantern Control
(with videos)
Uc Tron
Netdecking explained
Netdecking explained, Part 2
On speculators and counterfeits
On Interaction
Every single competitive deck in existence is designed to limit the opponent's ability to interact in a meaningful way.
Record number of exclamation points on SCG homepage: 71 (6 January, 2018)
"I don't want to believe, I want to know."
-Carl Sagan
Here are my 2 cents,
I also feel like the "Tron" part of the deck is not as important as the other tron decks reason why we don't run Karn Liberated, I also think there are some "cornerstones" that "define" this deck:
Engine/Core: Cards that make the deck "tick" almost never side out
12 The tron lands: Fundamentals not in the discussion
1 Academy Ruins: It is very strong recursion, even without the slaver lock.
4 Thirst for knowledge: Extremely strong card selection/advantage.
4 Expedition Map: Not only good because it find us the Tron but other utility lands.
4 Condescend : This is one of the most under-rated counter spells in modern and we can abuse it, is really good vs aggro specially early on.
11 to 12 mana sources trying to hit 7 to 9 blue sources, between lands and talismans (I like 24 lands + 1 Talisman of Dominance)
And a number of Chalice of the Void, Oblivion Stone, Engineered Explosives
This core/engine takes like 40~ slots between 25 mana sources and the other 12~15 "super important" cards.
Then the finishers 4 to 7 finishers usually:
1 ~ 2 Mindslaver
1 ~ 2 Wurmcoil Engine
0 ~ 1 Platinum Angel
1 ~ 2 Ugin, the Spirit Dragon
0 ~ 2 Walking Ballista
0 ~ 1 Sundering Titan
0 ~ 1 Batterskull
At this point there are like 10~ "free" slots that are usually fill with a combination (0 to 4) of the following cards:
Remand
Repeal
Spatial Contortion
Supreme Will
Snapcaster Mage
Trinket Mage
Treasure Mage
Gifts Ungiven
Torrential Gearhulk
Dismember
And even on this "second tier" section of the deck many of the cards are consider staples.
My point is that the current version of the deck is pretty tightly packed and maybe we can test something "crazy" like running play-set of Dismember/Snapcaster Mage/Walking Ballista and see what happens.
Edit #1
I forgot to mention Cyclonic Rift usually 0 ~ 1 so yeah more cards.
360 Pauper Cube The Trinket Box
PDH Decks
Classic Pauper Decks
2 Repeal
4 Urza's Mine
4 Urza's Power Plant
4 Urza's Tower
3 Remand
4 Expedition Map
1 Academy Ruins
3 Emrakul, the Aeons Torn
4 Polluted Delta
4 Thirst for Knowledge
1 Tolaria West
1 Oblivion Stone
1 Chalice of the Void
1 Cyclonic Rift
2 Mindslaver
1 Walking Ballista
1 Coax from the Blind Eternities
4 Through the Breach
1 Snapcaster Mage
4 Island
1 Wurmcoil Engine
1 Ugin, the Spirit Dragon
1 Karn Liberated
2 Steam Vents
1 Aetherize
3 Spreading Seas
3 Dismember
1 Chalice of the Void
1 Thought-Knot Seer
1 All Is Dust
2 Pyroclasm
1 Engineered Explosives
1 Dispel
1 Emrakul, the Aeons Torn
On Jace, I agree with repeatsyx2. I don't think we really want him. I'll def try it because I own a copy but I'm not holding my breathe.
Also, I've been pretty happy with my singleton Epiphany at the Drownyard
Modern
Mono U-Tron U
Jeskai Control UWR
EDH
Ezuri, Renegade Leader UG
Tasigur, the Golden Fang UGB
Modern: Mono U Tron, Ajundi, Ad Nauseam, TITI Moon, GR Ponza, 5C Humans
Legacy: Lands, Mono Red Sneak, 4C Loam
Now when evaluating our hands we have to think, does this get run over by early aggression and does it have the ability to find an answer for jace? (THIS IS WHAT IS GOING TO BE HARD)
All-in-all I am very optimistic and do feel we are playing one of the most powerful decks ever made with respect to the environment it is in.
With spot removal going up i do think chalice will be in a good spot. But again, BBE into kcommand is like grixis control-grind for jund
4 Urza's Mine
4 Urza's Power Plant
4 Urza's Tower
6 Island
1 Tolaria West
1 Field of Ruin
1 Gemstone Caverns
1 Academy Ruins
1 River Of Tears
1 Oboro, Palace in the Clouds
Creatures (9)
1 Walking Ballista
1 Snapcaster Mage
1 Treasure Mage
1 Trinket Mage
1 Solemn Simulacrum
2 Wurmcoil Engine
1 Platinum Angel
1 Sundering Titan
4 Condescend
2 Repeal
4 Remand
1 Cyclonic Rift
1 Supreme Will
4 Thirst For Knowledge
Artifacts(10)
1 Chalice of the Void
1 Engineered Explosives
4 Expedition Map
1 Talisman of Dominance
1 Oblivion Stone
2 Mindslaver
1 chalice of the void
1 Field of Ruin
1 Hangarback walker
1 grafdigger's cage
2 surgical extraction
1 Hurkyl's Recall
2 Spreading Seas
2 spatial contortion
3 dismember
1 Nimble Obstructionist
This has been the version of the deck i've been jamming since picking it back up after getting Dredge. I have 3x lantern control players in my meta, 3x flavors of Death and Taxes, some Counter's Company, 3x 8-Rack Players, 1x Ad Nauseum, 1x humans player, 3x burn players, 1x Eldrazi tron, 1x Gw Tron, 1x Naya Kiki, 1x KCI combo, a couple storm players, and other various Brews*. The majority of our Control players have either sold the deck or are looking too, we did have UW and Jeskai tempo but I don't know how often play it. I've been trying to tailor my sideboard for my meta but I've been wanting to start going to bigger tournaments like SCG modern opens and Modern GPs, with Jace and BBE being freed next Monday, do you guys see any changes I could make to my list that would help give me an edge?
*Many people own multiple decks and play a different one every week, we normally have 8-16 people for modern.
**note i've definitely been thinking about going to 3 repeals and 3 remands, I also picked up 2 Sorcerous Spyglass and have 2 Pithing Needle already in my potential sideboard binder
It will hit their Island not ours
It will hit at least 1 more land (probably 2 more)
If they bounce it with Jace or get it remove with Path to Exile the trigger will happens again
I'm not saying that we must run more than one, I'm just pondering on it's application.
Also since Jace will "push up" many UWx decks we will have to face more Path to Exile meaning Batterskull becomes better.
Another thing, probably we will have to run 3 to 4 Chalice of the Void main deck because of the increase of decks with many 1 CMC spells like UWx control and BGR with BBE hitting more Lightning Bolts and this will result on the need to run some form of protection with CMC > 1 like Spellskite to fight Kolaghan's Command and Sorcerous Spyglass to fight Jace.
What do you guys think?
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