Are you certain about not running the 4th Conjurer's Bauble? I'm always happy to see Chromatic + Bauble + Land in hand since that's at least 3 draws into my next land.
Are you certain about not running the 4th Conjurer's Bauble? I'm always happy to see Chromatic + Bauble + Land in hand since that's at least 3 draws into my next land.
The only thing I don't like about Bauble is there are times, especially at the beginning of going off, that I might want the card draw from it but I don't want to remove something from the graveyard because I am robbing myself of recurring it. I could see removing the other Flask in favor of the Bauble but I just like the automatic card draw from the Flask. It's probably just a personal preference for me.
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...my mind was just blown, how did I seriously not notice that???
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First they came for the Cantrips, and I didn't speak up, because I wasn't a Cantrip.
Then they came for the Artifacts, and I didn't speak up, because I was an Instant.
Then they came for the Rituals, and I didn't speak up, because I wasn't really a Ritual.
Then they came for me, and by that time there was no one left to speak up for me.
Another trick, say you have Krark-Clan Ironworks and Cloud Key in play, and you've sacrificed all your eggs and you topdeck a Faith's Reward finally. Problem is you're out of mana and all you have in hand is a Prophetic Prism.
Cast the prism, calculate the cost to be 1 then sacrifice the Cloud Key for 2. You've got 1 floating, convert it to W. Sacrifice the Prism and KCI for 4. 4W in the Mana pool, Faith's reward away!
Eggvaluation:
Conjurer's Bauble - Cantrip. That's it. Pay 1, cantrip. If you've got an Expedition Map you can reshuffle those sunrises back into the deck. At the end of the combo, this is also the infinite storm enabler. Sacrifice Bauble, place another at the bottom, draw it, play it, repeat. IMO, auto 4-of.
Chromatic Star - Probably the best Egg we have as far as versatility goes. Can be sacrificed to KCI and still net card draw. Converting colorless to white is invaluable. Auto 4-of.
Chromatic Sphere - Slightly worse than Chromatic Star as it doesn't net a card when you sacrifice it to KCI. When it comes to color filtering, use these first. You might want to sac the stars to KCI for generating mana. Auto 4-of.
Expedition Map - For looking for that final Tron Piece to go T3 Tron, or shuffling sunrises back into the deck. It also works to thin the deck in response to ETB-Draws after Sunrises. Generally you don't want more than 2.
Terrarion - Fluff CMC1 eggs. Because 1 cmc eggs are good. You don't want too many as it has no immediate impact unless you have KCI. T1 Terrarion into T2 Land drop filter draw isn't bad either. But it's got nothing on the Chromatics.
Ichor Wellspring - This has to be the best Egg with KCI. 2 draws in one card is awesome. It's not as great when you're picking them up without KCI online though, as they don't do anything else. Still an Auto-4 of though.
Prophetic Prism - Draws a card, converts mana, and can still be sacrificed to KCI (unlike the Chromatics) for 2. Auto 4-of.
Mind Stone - The only real benefit of Mind Stone is that it ramps into a T3 KCI and possibly a combo out. Later on as you combo out, with a surplus of mana, it can also be used to draw more cards as you go along.
Elsewhere Flask - Arguably the most plain Egg there is to use. Only real benefit would be that it can sacrifice itself so if you somehow manage to get Faith's Reward mana withou KCI online, you can pitch these, get them back, draw more cards. I've personally never used to ability to turn my lands into plains as the other eggs provide enough conversion already.
How to combo out T3 without Urzatron:
T1: Plains -> Chromatic Star
T2: Plains -> Mindstone
T3: Plains -> KCI
-> Sac Mind Stone floating 2 -> Play Prophetic Prism
-> Sac Chromatic Star to KCI floating 2, Convert 1 to W using Prophetic Prism, Sac Prophetic Prism; total mana in pool: 3W (Faith's Reward)
-> If you so happened to have another Prophetic Prism in hand, play that convert mana to WW, Sac Prism and KCI.
-> Mana in pool 4WW enough for Open the Vaults.
Personally I like Terrarion because it can filter for WW, and sometimes not having two W in pool is trouble. But once you get the hang of the deck, you'll likely not run into such situations because you'll have created the right mana in advance.
First they came for the Cantrips, and I didn't speak up, because I wasn't a Cantrip.
Then they came for the Artifacts, and I didn't speak up, because I was an Instant.
Then they came for the Rituals, and I didn't speak up, because I wasn't really a Ritual.
Then they came for me, and by that time there was no one left to speak up for me.
Once you've got enough white to get your first sunrise down, you should be set since setting up the next one is easy. What I do is as soon as I get the mana to pay for the sunrise, I just put the sunrise aside, and pretend to pay for it, that is reserve the mana (usually with dice) for casting it. Then I continue for that cycle to get the most of it before actually casting the spell.
I simulated the T3 Tron-less combo out and managed to Draw deck with 5 Sunrises, and Grapeshot pre-paid for and mana still in surplus to cast Emrakul.
Unlike the original Eggs which has Lotus Bloom, it seems the deck is unable to make infinite colored mana. Each of the sources of colored mana draws cards, Chromatics, Terrarion, and Prophetic Prism. Meaning you can't just go recurring it with a Bauble+Sunrise otherwise you'll deck yourself. As such it's important to stock up on as much colored mana you can as you go along the combo depending on what you're trying to achieve (i.e. kill via Extort from Blind Obedience). Just something to keep in mind.
Personally I like Terrarion because it can filter for WW, and sometimes not having two W in pool is trouble. But once you get the hang of the deck, you'll likely not run into such situations because you'll have created the right mana in advance.
I really like the idea behind it, but the more I think about how aggressively I personally sacrifice the eggs, I wonder if getting the initial boost from metalcraft will be difficult. I mean, imagine wanting to crack through some eggs to dig the deck but then you're holding Mox Opal and thinking "Can't do that, need Metalcraft".
Also I didn't Eval it because it isn't an egg. That is, it doesn't either draw or fetch out of the deck per recursion.
@Blitz Reloaded, welcome to the thread Here's hoping it can get developed further!
I really like the idea behind it, but the more I think about how aggressively I personally sacrifice the eggs, I wonder if getting the initial boost from metalcraft will be difficult. I mean, imagine wanting to crack through some eggs to dig the deck but then you're holding Mox Opal and thinking "Can't do that, need Metalcraft".further!
Ses I think this might be a reason you have gotten so many fizzles? I personally don't even think about saccing any eggs until probably turn 3 at the earliest. I wait until I know I have to make something happen and then throw the dice if I need to. Mainly because if I sac all of them and then don't draw into anything but a Faith's Reward then I can at least cast that and get stuff back out from the turn to try again the next turn. Otherwise you are sitting there with an empty board.
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If you are trying to go off by turn 4, how important and consistent is Tron really?
How about playing with Darksteel Citadels, more coloured sources and Mox Opals instead? That should make the deck faster. Any time you are milling about trying to get Tron going you will probably lose.
If you are trying to go off by turn 4, how important and consistent is Tron really?
How about playing with Darksteel Citadels, more coloured sources and Mox Opals instead? That should make the deck faster. Any time you are milling about trying to get Tron going you will probably lose.
I like it though. I shall build it.
Tron is really just a quality of life issue with the deck. It allows the possibility of having the mana on turn 3 to go off or be really comfortable on turn 4. Without them you can still get there but if you drop a Cloud Key on turn 3 and then on Turn 4 play a Land + KCI then you only have the one free mana to work with other than what you sac with KCI. The Tron just gives some more wiggle room to the deck in the way of resources but it's by no means absolutely necessary to make things happen. A more traditional mana base could probably work, especially if you are going to run some Mind Stone and Mox Opal but I just don't see the reason you would want to. The Eggs allow access to any color you might want or need so there's really no advantage over running any other lands where as Tron would either play the same or better if you got them all online.
Basically don't absorb yourself in thinking from turn 1 that you MUST get the Tron lands out. Just go about your plan and if it happens that's great.
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I agree. What I am suggesting is that it may be better to cut tron altogether. You don't have a reliable way to get it turn 3 or 4, so how much do you gain by having the tron lands versus 4 Darksteel Citadel and 4 Mox opal so that you can be one turn faster and have more fuel for Ironworks?
I agree. What I am suggesting is that it may be better to cut tron altogether. You don't have a reliable way to get it turn 3 or 4, so how much do you gain by having the tron lands versus 4 Darksteel Citadel and 4 Mox opal so that you can be one turn faster and have more fuel for Ironworks?
Remember if you have 4 Mox Opal that they are Legendary and that means you can only make use of 1. If more than one ended up in the graveyard then when you used a sunrise the legend rule would knock them back out.
I could see replacing all or some of the Plains with Darksteel Citadel though. You are right in that it would give 1 more thing to sac and recur.
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That would probably just be a try it and see card. I could see it either being really good or dragging the resources down. It could be really useful in getting rid of something like an excess KCI.
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I only got to play 2 matches with it before modo went down just now, but mana generation could be a problem. Can you guys think of any artifacts which will give you mana if made cheaper with cloud key?
I only got to play 2 matches with it before modo went down just now, but mana generation could be a problem. Can you guys think of any artifacts which will give you mana if made cheaper with cloud key?
First they came for the Cantrips, and I didn't speak up, because I wasn't a Cantrip.
Then they came for the Artifacts, and I didn't speak up, because I was an Instant.
Then they came for the Rituals, and I didn't speak up, because I wasn't really a Ritual.
Then they came for me, and by that time there was no one left to speak up for me.
Ses I think this might be a reason you have gotten so many fizzles? I personally don't even think about saccing any eggs until probably turn 3 at the earliest. I wait until I know I have to make something happen and then throw the dice if I need to. Mainly because if I sac all of them and then don't draw into anything but a Faith's Reward then I can at least cast that and get stuff back out from the turn to try again the next turn. Otherwise you are sitting there with an empty board.
I've actually been purposely doing "speed runs". Most of the fizzles are actually when I try going off on turn 3. I'm testing to see how often the deck can get off if you're in a hurry. Considering I could very comfortably wait till I'm in critical condition against a midrange deck and go for a later kill. When you gold fish, it's not reliable to be too comfortable.
I guess it's also just a personal playstyle to get as much draw out per turn. I like to dig as deep as possible so I can spend whatever mana I have as best as I can.
If you are trying to go off by turn 4, how important and consistent is Tron really?
How about playing with Darksteel Citadels, more coloured sources and Mox Opals instead? That should make the deck faster. Any time you are milling about trying to get Tron going you will probably lose.
I like it though. I shall build it.
I like the idea of Darksteel Citadels since that's extra 3 mana per recurrence. I personally always pick up my colored mana from eggs, but when you've bricked and you're looking for that top deck Open the Vaults, you'll need those plains to get mana going. Of course the worst case scenario is no reason to build your mana base in any particular way. Maybe as a 1-2 of?
Mox Opal on the other hand I can't see there being any more than 1 in the entire deck. As previously mentioned, you have no control over what comes back on the board during a sunrise (unless you know, you don't play those other opals, at which point they're dead in your hand). If you've got more than 1 in the graveyard, they both come back, they'll both fly straight back into the bin before your ETB-Draw triggers even touch the stack.
Other eggs to look into: Scrabbling Claws - 1cmc , but it costs something to get the draw, not to mention you're forced to exile a card from a graveyard, could potentially eat away at our own pieces. Courier's Capsule - 2cmc, but it's colored. And activation needs colored mana. It draws two cards though. Too mana intensive for me personally. Kaleidostone - 2cmc, etb draw. We'd play Elsewhere Flask, but that has the upper hand of sacrificing itself (worst case you don't have KCI, but you do have mana for a sunrise somehow). Not sure how relevant the mana conversion of this is.
Scars of Mirrodin Spellbombs - They all cost 1cmc but require an additional cost of colored mana to draw on top of varying costs for activation. Nihil Spellbomb seems to be the easiest to use (doesn't need to target a creature).
Mirrodin Spellbombs - 1cmc, and gives you the colorless option of saccing to draw. Not bad if I say so myself, something to consider play testing Scroll of Avacyn - 1cmc, pay 1 to sac and draw. Pretty straight forward card with no real downsides apart from not being "free draw". Temple Bell - 3cmc. Symmetrical Card draw. Only good if you've landed a Silence or your opponent is tapped out because using this repeatedly might give your opponent an answer to draw. Can't see any actual benefits to outweigh that downside.
Tron is really just a quality of life issue with the deck. It allows the possibility of having the mana on turn 3 to go off or be really comfortable on turn 4. Without them you can still get there but if you drop a Cloud Key on turn 3 and then on Turn 4 play a Land + KCI then you only have the one free mana to work with other than what you sac with KCI. The Tron just gives some more wiggle room to the deck in the way of resources but it's by no means absolutely necessary to make things happen. A more traditional mana base could probably work, especially if you are going to run some Mind Stone and Mox Opal but I just don't see the reason you would want to. The Eggs allow access to any color you might want or need so there's really no advantage over running any other lands where as Tron would either play the same or better if you got them all online.
Basically don't absorb yourself in thinking from turn 1 that you MUST get the Tron lands out. Just go about your plan and if it happens that's great.
There are a couple advantages to a traditional manabase, the biggest being that you can thin the deck with Ghost Quarter, which matters quite a bit as it further improves consistency once you're going off. That seems to be the better way of going about things since given the cards being run the chances of getting a turn 4 assembled urza's is pretty low, this deck isn't running the support cards for those lands that tron decks are.
There are a couple advantages to a traditional manabase, the biggest being that you can thin the deck with Ghost Quarter, which matters quite a bit as it further improves consistency once you're going off. That seems to be the better way of going about things since given the cards being run the chances of getting a turn 4 assembled urza's is pretty low, this deck isn't running the support cards for those lands that tron decks are.
I'd be willing to give it a shot, I'm thinking something along the lines of:
Pretty much emulating Nathan Holiday's mana base. Not sure if 6 basics is too few.
Getting tron online almost feels like cheating as your mana base is pretty much set and you can do silly things like Cloud Key -> Cloud Key -> KCI -> Combo.
One issue I can see with this set up would be the susceptibility to Aven Mindcensor as well as Leonin Arbiter (Death and Taxes). There's also Shadow of Doubt which has seem fringe SB play.
I personally am going to forego trying to dump all of the Tron lands out of the deck for right now. Not that it can't be done, but I do find myself assembling Tron more than I thought I would when I first picked up the deck. It seems like it wouldn't happen a lot but for there only being 12 of them in the deck they do come up a lot just through cycling cards.
If you guys make a traditional mana base work more power to you though.
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Actually I've figured it out, the reason we can't do the traditional base is because Open The Vaults doesn't return lands.
And I agree with Hasp, I've found that assembling Tron isn't as unlikely as you'd think. Sure it doesn't have the T3 consistency that actual Tron has, but we don't actually "need" need it.
It returns Darksteel Citadel and there's still Faith's Reward.
Indeed, but returning Darksteel has nothing to do with the traditional manabase as even if Ghost Quarter tried, you can't blow Darksteel up. That and we'd probably be saccing it to KCI anyway.
Thinking of it inversely though, you could use Ghost Quarter to "Destroy" Darksteel Citadel (as it's indestructible). Just to thin your deck and reshuffle.
I don't believe going all in traditional with fetches however would be wise.
It's a shame too. Because think about blowing up Urza's Tower and getting it back.
The only thing I don't like about Bauble is there are times, especially at the beginning of going off, that I might want the card draw from it but I don't want to remove something from the graveyard because I am robbing myself of recurring it. I could see removing the other Flask in favor of the Bauble but I just like the automatic card draw from the Flask. It's probably just a personal preference for me.
Modern
xWBreakfast at Urza'sxW
UWGBantUWG
GWRNaya ZooRWG
* Juicebox360 reads Conjurer's Bauble
* Juicebox360 rereads Conjurer's Bauble
...my mind was just blown, how did I seriously not notice that???
Another trick, say you have Krark-Clan Ironworks and Cloud Key in play, and you've sacrificed all your eggs and you topdeck a Faith's Reward finally. Problem is you're out of mana and all you have in hand is a Prophetic Prism.
Cast the prism, calculate the cost to be 1 then sacrifice the Cloud Key for 2. You've got 1 floating, convert it to W. Sacrifice the Prism and KCI for 4. 4W in the Mana pool, Faith's reward away!
Eggvaluation:
Conjurer's Bauble - Cantrip. That's it. Pay 1, cantrip. If you've got an Expedition Map you can reshuffle those sunrises back into the deck. At the end of the combo, this is also the infinite storm enabler. Sacrifice Bauble, place another at the bottom, draw it, play it, repeat. IMO, auto 4-of.
Chromatic Star - Probably the best Egg we have as far as versatility goes. Can be sacrificed to KCI and still net card draw. Converting colorless to white is invaluable. Auto 4-of.
Chromatic Sphere - Slightly worse than Chromatic Star as it doesn't net a card when you sacrifice it to KCI. When it comes to color filtering, use these first. You might want to sac the stars to KCI for generating mana. Auto 4-of.
Expedition Map - For looking for that final Tron Piece to go T3 Tron, or shuffling sunrises back into the deck. It also works to thin the deck in response to ETB-Draws after Sunrises. Generally you don't want more than 2.
Terrarion - Fluff CMC1 eggs. Because 1 cmc eggs are good. You don't want too many as it has no immediate impact unless you have KCI. T1 Terrarion into T2 Land drop filter draw isn't bad either. But it's got nothing on the Chromatics.
Ichor Wellspring - This has to be the best Egg with KCI. 2 draws in one card is awesome. It's not as great when you're picking them up without KCI online though, as they don't do anything else. Still an Auto-4 of though.
Prophetic Prism - Draws a card, converts mana, and can still be sacrificed to KCI (unlike the Chromatics) for 2. Auto 4-of.
Mind Stone - The only real benefit of Mind Stone is that it ramps into a T3 KCI and possibly a combo out. Later on as you combo out, with a surplus of mana, it can also be used to draw more cards as you go along.
Elsewhere Flask - Arguably the most plain Egg there is to use. Only real benefit would be that it can sacrifice itself so if you somehow manage to get Faith's Reward mana withou KCI online, you can pitch these, get them back, draw more cards. I've personally never used to ability to turn my lands into plains as the other eggs provide enough conversion already.
How to combo out T3 without Urzatron:
T1: Plains -> Chromatic Star
T2: Plains -> Mindstone
T3: Plains -> KCI
-> Sac Mind Stone floating 2 -> Play Prophetic Prism
-> Sac Chromatic Star to KCI floating 2, Convert 1 to W using Prophetic Prism, Sac Prophetic Prism; total mana in pool: 3W (Faith's Reward)
-> If you so happened to have another Prophetic Prism in hand, play that convert mana to WW, Sac Prism and KCI.
-> Mana in pool 4WW enough for Open the Vaults.
EDIT: No eval for Mox Opal?? Sad mythic is sad
I simulated the T3 Tron-less combo out and managed to Draw deck with 5 Sunrises, and Grapeshot pre-paid for and mana still in surplus to cast Emrakul.
It's pretty solid.
Current Playtest Record:
Turn 3 - 5
Turn 4 - 13
Turn 5 - 2
Fizzle* - 7
*Anything that goes past turn 5.
Unlike the original Eggs which has Lotus Bloom, it seems the deck is unable to make infinite colored mana. Each of the sources of colored mana draws cards, Chromatics, Terrarion, and Prophetic Prism. Meaning you can't just go recurring it with a Bauble+Sunrise otherwise you'll deck yourself. As such it's important to stock up on as much colored mana you can as you go along the combo depending on what you're trying to achieve (i.e. kill via Extort from Blind Obedience). Just something to keep in mind.
*tears up*
This is my kind of thread. I'm so proud of all of you!
PS - Some of us totally tried this when OTV first came out =P Kudos for coming up with a working list =)
http://officeofstrategicinfluence.com/spam/ <---- kills spam, fyi.
I really like the idea behind it, but the more I think about how aggressively I personally sacrifice the eggs, I wonder if getting the initial boost from metalcraft will be difficult. I mean, imagine wanting to crack through some eggs to dig the deck but then you're holding Mox Opal and thinking "Can't do that, need Metalcraft".
Also I didn't Eval it because it isn't an egg. That is, it doesn't either draw or fetch out of the deck per recursion.
@Blitz Reloaded, welcome to the thread Here's hoping it can get developed further!
Ses I think this might be a reason you have gotten so many fizzles? I personally don't even think about saccing any eggs until probably turn 3 at the earliest. I wait until I know I have to make something happen and then throw the dice if I need to. Mainly because if I sac all of them and then don't draw into anything but a Faith's Reward then I can at least cast that and get stuff back out from the turn to try again the next turn. Otherwise you are sitting there with an empty board.
Modern
xWBreakfast at Urza'sxW
UWGBantUWG
GWRNaya ZooRWG
How about playing with Darksteel Citadels, more coloured sources and Mox Opals instead? That should make the deck faster. Any time you are milling about trying to get Tron going you will probably lose.
I like it though. I shall build it.
Ux Whirza
Rb Goblins
Legacy
U Urza Stompy
Duel Commander
Sai, Master Thopterist
Tron is really just a quality of life issue with the deck. It allows the possibility of having the mana on turn 3 to go off or be really comfortable on turn 4. Without them you can still get there but if you drop a Cloud Key on turn 3 and then on Turn 4 play a Land + KCI then you only have the one free mana to work with other than what you sac with KCI. The Tron just gives some more wiggle room to the deck in the way of resources but it's by no means absolutely necessary to make things happen. A more traditional mana base could probably work, especially if you are going to run some Mind Stone and Mox Opal but I just don't see the reason you would want to. The Eggs allow access to any color you might want or need so there's really no advantage over running any other lands where as Tron would either play the same or better if you got them all online.
Basically don't absorb yourself in thinking from turn 1 that you MUST get the Tron lands out. Just go about your plan and if it happens that's great.
Modern
xWBreakfast at Urza'sxW
UWGBantUWG
GWRNaya ZooRWG
Ux Whirza
Rb Goblins
Legacy
U Urza Stompy
Duel Commander
Sai, Master Thopterist
Remember if you have 4 Mox Opal that they are Legendary and that means you can only make use of 1. If more than one ended up in the graveyard then when you used a sunrise the legend rule would knock them back out.
I could see replacing all or some of the Plains with Darksteel Citadel though. You are right in that it would give 1 more thing to sac and recur.
Modern
xWBreakfast at Urza'sxW
UWGBantUWG
GWRNaya ZooRWG
That would probably just be a try it and see card. I could see it either being really good or dragging the resources down. It could be really useful in getting rid of something like an excess KCI.
Modern
xWBreakfast at Urza'sxW
UWGBantUWG
GWRNaya ZooRWG
Ux Whirza
Rb Goblins
Legacy
U Urza Stompy
Duel Commander
Sai, Master Thopterist
Signets, Prismatic Lens, and the oft-mentioned Mind Stone.
I've actually been purposely doing "speed runs". Most of the fizzles are actually when I try going off on turn 3. I'm testing to see how often the deck can get off if you're in a hurry. Considering I could very comfortably wait till I'm in critical condition against a midrange deck and go for a later kill. When you gold fish, it's not reliable to be too comfortable.
I guess it's also just a personal playstyle to get as much draw out per turn. I like to dig as deep as possible so I can spend whatever mana I have as best as I can.
I like the idea of Darksteel Citadels since that's extra 3 mana per recurrence. I personally always pick up my colored mana from eggs, but when you've bricked and you're looking for that top deck Open the Vaults, you'll need those plains to get mana going. Of course the worst case scenario is no reason to build your mana base in any particular way. Maybe as a 1-2 of?
Mox Opal on the other hand I can't see there being any more than 1 in the entire deck. As previously mentioned, you have no control over what comes back on the board during a sunrise (unless you know, you don't play those other opals, at which point they're dead in your hand). If you've got more than 1 in the graveyard, they both come back, they'll both fly straight back into the bin before your ETB-Draw triggers even touch the stack.
Other eggs to look into:
Scrabbling Claws - 1cmc , but it costs something to get the draw, not to mention you're forced to exile a card from a graveyard, could potentially eat away at our own pieces.
Courier's Capsule - 2cmc, but it's colored. And activation needs colored mana. It draws two cards though. Too mana intensive for me personally.
Kaleidostone - 2cmc, etb draw. We'd play Elsewhere Flask, but that has the upper hand of sacrificing itself (worst case you don't have KCI, but you do have mana for a sunrise somehow). Not sure how relevant the mana conversion of this is.
Scars of Mirrodin Spellbombs - They all cost 1cmc but require an additional cost of colored mana to draw on top of varying costs for activation. Nihil Spellbomb seems to be the easiest to use (doesn't need to target a creature).
Mirrodin Spellbombs - 1cmc, and gives you the colorless option of saccing to draw. Not bad if I say so myself, something to consider play testing
Scroll of Avacyn - 1cmc, pay 1 to sac and draw. Pretty straight forward card with no real downsides apart from not being "free draw".
Temple Bell - 3cmc. Symmetrical Card draw. Only good if you've landed a Silence or your opponent is tapped out because using this repeatedly might give your opponent an answer to draw. Can't see any actual benefits to outweigh that downside.
There are a couple advantages to a traditional manabase, the biggest being that you can thin the deck with Ghost Quarter, which matters quite a bit as it further improves consistency once you're going off. That seems to be the better way of going about things since given the cards being run the chances of getting a turn 4 assembled urza's is pretty low, this deck isn't running the support cards for those lands that tron decks are.
I'd be willing to give it a shot, I'm thinking something along the lines of:
4 Ghost Quarter
2 Arid Mesa
2 Marsh Flats
2 Darksteel Citadel
6 Plains
1 Hallowed Fountain
Pretty much emulating Nathan Holiday's mana base. Not sure if 6 basics is too few.
Getting tron online almost feels like cheating as your mana base is pretty much set and you can do silly things like Cloud Key -> Cloud Key -> KCI -> Combo.
One issue I can see with this set up would be the susceptibility to Aven Mindcensor as well as Leonin Arbiter (Death and Taxes). There's also Shadow of Doubt which has seem fringe SB play.
If you guys make a traditional mana base work more power to you though.
Modern
xWBreakfast at Urza'sxW
UWGBantUWG
GWRNaya ZooRWG
And I agree with Hasp, I've found that assembling Tron isn't as unlikely as you'd think. Sure it doesn't have the T3 consistency that actual Tron has, but we don't actually "need" need it.
It returns Darksteel Citadel and there's still Faith's Reward.
Indeed, but returning Darksteel has nothing to do with the traditional manabase as even if Ghost Quarter tried, you can't blow Darksteel up. That and we'd probably be saccing it to KCI anyway.
Thinking of it inversely though, you could use Ghost Quarter to "Destroy" Darksteel Citadel (as it's indestructible). Just to thin your deck and reshuffle.
I don't believe going all in traditional with fetches however would be wise.
It's a shame too. Because think about blowing up Urza's Tower and getting it back.