I understand the necessity of Thirst and pretty much included it as part of the Gifts package. But I think Signets can be done away with if you're playing a more traditional manabase. Maybe replace them with swords or Vedalken Shackles? I just think that beyond accelerating the Gifts combo, they're an unnecessary dead draw sometimes that can be circumvented somehow. Just trying to throw some ideas on the table.
I feel like Gifts is good enough to run in a control deck that isn't playing Tron. The combo itself is quite powerful on its own. That's why people keep trying to brew with it, or we have 4C Gifts. Back a year ago, maybe more, I saw it in sideboards of USA Delver. I know Shahar Shenhar did pretty well at a GP with it, and played it at PT RtR. There's even a deck tech here.
As far as playing it outside of this deck goes, there is still some concerns. For starters, you're a turn slower than us. Not only do you never have the chance to get lucky and t3 main phase it, but you're always going to do it t5 main at the earliest. It's slightly concerning because your deck has to stall much longer. Not that your deck can't do it, but when you're drawing more expensive stuff like Gifts, and siding out 6 cards to make room for it, well, you know...
And of course you're in a bit of a predicament with naturally drawing pieces. I don't think you really want to be playing Thirst. I know Michael Hetrick made UW Control deck that was trying to get value out of Thirst, where he had MB cards like Scrabbling Claws. So it can be done, but I feel like if the deck is going to board into it, or not rely so heavily on it, that's the thing you want to avoid. Remember, as a white deck you can naturally cast the creatures. You also can now afford to splash black. If you're even so daring, you could play Esper and Thoughtseize yourself.
I also definitely feel like Signets are wrong for the non-Tron deck. I feel like you create dead draws and just don't want to ramp your mana that way.
I have a question regarding the U/W/R control matchup. I read the matchup analysis in the primer and it said the difficulty was very easy for us, maybe I am playing the match wrong, but I do not think this match up is easy.
- In game 1, U/W/R player knows that in the late game we have emrakul and our deck has no small creatures to burn, the U/W/R player will send all the burn at our life end of turn (lightning bolt, helix, electrolyze) and put pressure on with snapcaster, vendilion clique and colonnades. Snapcaster on burn spells hurts a lot and I find us losing life very quickly. Our spot removal, path is pretty stressed in this matchup due to them having snapcaster, clique and colonnades to deal with. I feel that our game plan is to try to stall and survive until emrakul or gifts for iona. However it is hard to resolve gifts because they play way more counters then us and they have 2 shadow of doubt in the main board. They also have 2 tech edges to keep us off tron. The fact that they have way more counters, makes it pretty hard to play, and if they resolve ajani, it is quite hard for our deck to deal with.
- In game 2, they bring in more counters and land hate such as sowing salt and stone rain.
I run two Timely Reinforcements in the main now, and I think they should help quite a bit against UWR.
When UWR plays against blue based Tron decks they essentially just become a Burn deck with some counter back up. We just need to survive the burn until we have the mana to hardcast our big threats. It is unlikely an Unburial Rites is going to resolve, so I would just play draw go with them. If we draw go and they are not proactive, we will win. They can blow up Eye of Ugin all they want, I will hit 15 mana before them and win.
I really think Timely Reinforcements is one of the best cards in the deck. I am never sad to see it drawn. Essentially I think the match up comes down to tight play and us not rushing for the Unburial Rites package. We need mana to win the counter wars.
I run two Timely Reinforcements in the main now, and I think they should help quite a bit against UWR.
When UWR plays against blue based Tron decks they essentially just become a Burn deck with some counter back up. We just need to survive the burn until we have the mana to hardcast our big threats. It is unlikely an Unburial Rites is going to resolve, so I would just play draw go with them. If we draw go and they are not proactive, we will win. They can blow up Eye of Ugin all they want, I will hit 15 mana before them and win.
I really think Timely Reinforcements is one of the best cards in the deck. I am never sad to see it drawn. Essentially I think the match up comes down to tight play and us not rushing for the Unburial Rites package. We need mana to win the counter wars.
As I said a few posts back, a lot of the combo/control decks have a beat down and/or burn to the face element as well. tarmo twin, u/w/r control and midrange, pod, regular twin. I'm not dissapointed to draw timely in most matchups, sure its bad vs GR tron lol.
I think UWR becomes a burn deck with counters and maindeck "hate" for what we are trying to do in the form of shadow of doubt and tech edge. A good UWR control player won't do nothing in this matchup, end of turn they will bolt and helix us. then a bit later they will snapcaster bolt and helix us and flash clique. then when we run out of removal and stuff, they will animate colonnade and attack us. We don't really have any good ways to deal with snapcaster and clique besides path, since repeal and oring/cyclonic rift/remand doesn't really hit their flash creatures well, and if we use too many paths on snapcaster/cliques then eventually we run out of ways to deal with colonnade and we lose. And isn't game 2 just harder? they have sowing salt and other land hate and they have more counters so its more likely they can resolve their spells.
LSV put a ghost quarter in his main after his top8, although we already have color mana issues, I think this might be correct, because we need more ways to deal with colonnades and inkmoths.
I run two Timely Reinforcements in the main now, and I think they should help quite a bit against UWR.
When UWR plays against blue based Tron decks they essentially just become a Burn deck with some counter back up. We just need to survive the burn until we have the mana to hardcast our big threats. It is unlikely an Unburial Rites is going to resolve, so I would just play draw go with them. If we draw go and they are not proactive, we will win. They can blow up Eye of Ugin all they want, I will hit 15 mana before them and win.
I really think Timely Reinforcements is one of the best cards in the deck. I am never sad to see it drawn. Essentially I think the match up comes down to tight play and us not rushing for the Unburial Rites package. We need mana to win the counter wars.
As I said a few posts back, a lot of the combo/control decks have a beat down and/or burn to the face element as well. tarmo twin, u/w/r control and midrange, pod, regular twin. I'm not dissapointed to draw timely in most matchups, sure its bad vs GR tron lol.
I think UWR becomes a burn deck with counters and maindeck "hate" for what we are trying to do in the form of shadow of doubt and tech edge. A good UWR control player won't do nothing in this matchup, end of turn they will bolt and helix us. then a bit later they will snapcaster bolt and helix us and flash clique. then when we run out of removal and stuff, they will animate colonnade and attack us. We don't really have any good ways to deal with snapcaster and clique besides path, since repeal and oring/cyclonic rift/remand doesn't really hit their flash creatures well, and if we use too many paths on snapcaster/cliques then eventually we run out of ways to deal with colonnade and we lose.
Most of these are going to come down to counter wars on our big plays. As you said a good UWR player is just going to play Draw Go with us until the feel safe to bolt. Take the bolts but remand the flashbacked bolts of Snapcaster.
Clique gets countered. If you know they have that hold a Condescend for it. I don't run oring, rift, or repeal in my mainboard. I would much rather have 2 Timely's MB and a good counter suite.
Block Colonnade with Colonnade, hard counter Cliques, remand flashbacked spells, and just get to the late game. Late game we win, and UWR will generally want to go to late game anyway.
I really think it just comes down to tight play and control v control, until our inevitability hits the floor and wins.
Played about 10 games against RG Tron today. Only lost twice. Having 7 MB counter spells is extremely helpful. Hold counters for Karn, Gifts for Terastodon, then win.
Seriously every time I reanimated Terastodon I won easily. One game I had just remanded Karn and was struggling on mana. I knew if I didn't do something pretty proactive I was dead, so on my turn I Gifts for the Terastodon package, reanimate immediately, and blew up his Tron. He could not recover after that. It was similar on almost every game.
I even beat him pre sideboard. The two games I lost were god hands for him. One was a turn 3 Wurmcoil which I wasted Condescend mana on, followed immediately by Karn. That was my fault. The other loss was when he had 3 Wurmcoil Engines out, two with Lightning Greaves on, and I just couldn't draw into answers.
Overall I felt very comfortable in the matches. I outraced him to Emrakul in almost every game with the help of Terastodon and Remands.
Played about 10 games against RG Tron today. Only lost twice. Having 7 MB counter spells is extremely helpful. Hold counters for Karn, Gifts for Terastodon, then win.
Seriously every time I reanimated Terastodon I won easily. One game I had just remanded Karn and was struggling on mana. I knew if I didn't do something pretty proactive I was dead, so on my turn I Gifts for the Terastodon package, reanimate immediately, and blew up his Tron. He could not recover after that. It was similar on almost every game.
I even beat him pre sideboard. The two games I lost were god hands for him. One was a turn 3 Wurmcoil which I wasted Condescend mana on, followed immediately by Karn. That was my fault. The other loss was when he had 3 Wurmcoil Engines out, two with Lightning Greaves on, and I just couldn't draw into answers.
Overall I felt very comfortable in the matches. I outraced him to Emrakul in almost every game with the help of Terastodon and Remands.
1) I feel that this matchup is better for you then most u/w tron decks because you have way more counters main deck. LSV only runs 4 same with Gerry thompson and reid duke less. I personally only run 4 remands,I dont like mana leak or condescend. U/W tron isn't an ATTRITION late game control deck in the sense that our threats usually win immediately so we don't have to grind the opponent out and we have a "combo" element in our deck which makes remand the best counter by far cus we can temporarily stop them and dig deeper into our deck. Once again, we are not trying to stop them from doing anything, we just want to stall until our big threats come online and instantly win. and do you have terastodon in the main or the side?
2) you guys might think I'm crazy for saying this and I might be crazy, but im trying 1 eye 1 emrakul 1 academy ruin and 1 mindslaver in the main. I tested the cyclonic rift, it wasn't good imo, the amount of times its just 2 mana bounce is too high and the overload doesn't do very much in most matchups, considering tons of decks have flash creatuers such as pestermite, resto angel, deceiver, snapcaster, clique. I've also moved to 4 maps in the main. I agree with playing 3 or 4, but i haven't decided which amount is correct, I feel that maybe Gerry Thompson is correct and 4 is the best number. Sure it might be a dead draw sometimes, but u can discard it to thirst and its not bad if u are playing 1 mindslaver in the main. Usually people only have either the eldrazi package OR the mindslaver package. I have the 1 eye of ugin, 1 emrakul but instead of 2 academy ruins, 2 mindslaver and crucible in the main, i only have 1 academy ruin and 1 mindslaver. Mindslaver isn't a bad card even if u can't lock them, cus you can tap them out, see their hand/sideboard and waste some of their cards. It is really deadly against the combo decks, or decks with burn, just waste them all targeting themselves. Then later in the game if u map for academy ruins, u can lock them. mindslaver is much less of a dead draw them emrakul in the mid game because getting even 1 turn of the opponents is extremely deadly, and late game you can lock them.It is basically similar to playing "another big thing" in the main, either wurmcoil/batterskull/sphinx's rev/ulamog/sundering titan etc. But mindslaver isn't too much of a dead draw, you can use it for value just to take 1 turn in the mid game and then later have both emrakul or mindslaver lock available as win cons. One of the best things that I like about the mindslaver is, if you just go for the 1 turn slaver without the lock, you can tap all your opponents lands so u can do anything u want on your turn
I don't think there is anything wrong with trying out both win cons. I run both win cons in Mono U tron and it works out great. It is a bit better in that deck because it runs a ton of artifacts (Oblivion Stone, Wurmcoils, etc.) but I still like it in UW Tron.
The biggest difference in my deck from the ones in the OP is that I run 3 Signets and no Talismans. So far this has worked well for me. If I start seeing more Blood Moon at my LGS I will likely cut a Remand, but currently it allows plenty of room for more Counters/Removal. I love having as many Counters as I do. Sure against Burn or Zoo the Remands become useless, but that is what the SB is for.
Oh and I have the Terstodon in the SB. Iona and Elesh in the Main.
What UW Tron's matchups are different than Mono Blue Tron's MU? I am asking because i've got Mono Blue Tron and i'm thinking about change it to UW version. Sorry for english level.
Regards,
UW Tron has a better match up against midrange and aggro, while mono U tron has a better match-up against Control. I feel like UW Tron is better positioned as you can add a couple more counterspells or a couple more board wipes/removal depending on the meta. For mine, I run the Wrath Package with Snapcaster as well as 7 counters in the maindeck.
U Tron can get a fast lock with Mindslaver or an O Stone Lock and also runs more counters and is better with artifacts.
UW Tron can end the game on turn 4 with Iona/Elesh or win late game with Emrakul, and has access to spot removal.
The sideboard needs to be adjusted a bit. I will drop Stony Silence for Torpor Orb once I get one. I like Runed Halo for Boggles, the extra counters come in against control matchups. Against RG Tron I bring in D Sphere, O Ring, and Disenchant. Worked quite well actually.
I have encountered loads of aggressive decks in a local meta game. Infect and Affinity have been giving me a little trouble and I'd like to secure up the matchup. Wrath effects don't really work against Inkmoth and Blinkmoth Nexus so I've had thoughts of running another Elesh Norn type of hoser. The two options I see that'd work best are either Blazing Archon or a second copy of Elesh Norn, any thoughts?
EDIT: Here's my list currently. I've actually had great success and usually place within the Top 3 each week. I know there are some unconventional and controversial choices like a Merchant Scroll main and Bojuka Bog in the board, but they work. Merchant Scroll is a great 5th Gifts and also has lots of utility in my mainboard right now. Theres's a lack of interaction in most decks I play against and a resolved Gifts means I usually win. Bojuka Bog is there because I haven't encountered any graveyard decks in my metagame but want at least 1 hoser; "5" copies of gravehate with 1 sideboard slot is great. I prefer Mindslaver to Emrakul because of the lack of Midrange and Control in my meta.
Simply put, Elesh Norn in multiples is bad. You're playing more copies of an expensive card that you want to fetch out of your library via Gifts. Playing more just won't cut it, it won't. You don't really want to draw it, so you're effectively getting nothing.
As far as Affinity/Infect go, you're playing a lot of hate/removal in your board. That considered, you should win after boarding. You can't board any more, and to be honest, what you're boarding is already fairly extreme in my opinion. Against Affinity you can bring in as many as 9 cards, that's a heck of a lot. I normally don't even play Hurkyl's or Kataki, which says how different we think the matchup is. As far as Infect goes, they are the favourite but you're again bringing in 4 cards against them.
If anything, play more Repeal MB. The card is reasonable against them while not being a dud.
I think a better question may have been how do I interact with Inkmoth Nexus better? The only interaction I have for Blinkmoth and Inkmoth Nexus mainboard is Path, though I have switched to Ghost Quarter instead of Tectonic Edge because of a lack of Control and 3 color+ decks. I think the Affinity matchup is in my favor, yes, but I find the matchup to have some variance. I just find decks in my meta game are either hyper aggressive decks that literally lose to an Elesh Norn, or tier 2+ decks that I typically 2-0, that's why I have an extensive board for aggro. Against these hyper aggressive decks, I see my win percentage go down a lot when I don't win the die roll, so I suppose 7+ mana answers are not where I want to be anyway.
I think a better question may have been how do I interact with Inkmoth Nexus better? The only interaction I have for Blinkmoth and Inkmoth Nexus mainboard is Path, though I have switched to Ghost Quarter instead of Tectonic Edge because of a lack of Control and 3 color+ decks. I think the Affinity matchup is in my favor, yes, but I find the matchup to have some variance. I just find decks in my meta game are either hyper aggressive decks that literally lose to an Elesh Norn, or tier 2+ decks that typically 2-0, that's why I have an extensive board for aggro. Against these hyper aggressive decks, I see my win percentage go down a lot when I don't win the die roll, so I suppose 7+ mana answers are not where I want to be anyway.
Ghost Quarter is simply better for us than Tec Edge. We're not concerned that they get a land, if we were we'd be apprehensive when casting Path. We'd rather kill the land early, especially when it comes to Tron lands.
All these glass-cannon aggro decks have high variance. Affinity is supposed to be the one with the best average case and resiliency, but it still has a lot of variance. It can just have some explosive starts that have you dead on turn 3 or 4.
Maybe Ghostly Prison could work as well, but I have a feeling it's a little slow. I'm really not sure what you're expecting to hear, the decks are fast and we're not. You're just going to have to draw one of the 10-15 answers in the deck that you need.
I haven't had a problem with Infect so far (I have probably gotten pretty lucky), mainly because I mull aggressively to try and get a turn for Elesh, which wins the game. The same goes for Affinity, Elesh handles Inkmoth and pretty much everything else.
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As far as playing it outside of this deck goes, there is still some concerns. For starters, you're a turn slower than us. Not only do you never have the chance to get lucky and t3 main phase it, but you're always going to do it t5 main at the earliest. It's slightly concerning because your deck has to stall much longer. Not that your deck can't do it, but when you're drawing more expensive stuff like Gifts, and siding out 6 cards to make room for it, well, you know...
And of course you're in a bit of a predicament with naturally drawing pieces. I don't think you really want to be playing Thirst. I know Michael Hetrick made UW Control deck that was trying to get value out of Thirst, where he had MB cards like Scrabbling Claws. So it can be done, but I feel like if the deck is going to board into it, or not rely so heavily on it, that's the thing you want to avoid. Remember, as a white deck you can naturally cast the creatures. You also can now afford to splash black. If you're even so daring, you could play Esper and Thoughtseize yourself.
I also definitely feel like Signets are wrong for the non-Tron deck. I feel like you create dead draws and just don't want to ramp your mana that way.
Grixis Death's Shadow, Jund, UW Tron, Jeskai Control, Storm, Counters Company, Eldrazi Tron, Affinity, Living End, Infect, Merfolk, Dredge, Ad Nauseam, Amulet, Bogles, Eldrazi Tron, Mono U Tron, Lantern, Mardu Pyromancer
On that note, I finally ordered playsets of black bordered tron lands. Huzzah!
I have a question regarding the U/W/R control matchup. I read the matchup analysis in the primer and it said the difficulty was very easy for us, maybe I am playing the match wrong, but I do not think this match up is easy.
- In game 1, U/W/R player knows that in the late game we have emrakul and our deck has no small creatures to burn, the U/W/R player will send all the burn at our life end of turn (lightning bolt, helix, electrolyze) and put pressure on with snapcaster, vendilion clique and colonnades. Snapcaster on burn spells hurts a lot and I find us losing life very quickly. Our spot removal, path is pretty stressed in this matchup due to them having snapcaster, clique and colonnades to deal with. I feel that our game plan is to try to stall and survive until emrakul or gifts for iona. However it is hard to resolve gifts because they play way more counters then us and they have 2 shadow of doubt in the main board. They also have 2 tech edges to keep us off tron. The fact that they have way more counters, makes it pretty hard to play, and if they resolve ajani, it is quite hard for our deck to deal with.
- In game 2, they bring in more counters and land hate such as sowing salt and stone rain.
How come this matchup was evaluated as easy?
When UWR plays against blue based Tron decks they essentially just become a Burn deck with some counter back up. We just need to survive the burn until we have the mana to hardcast our big threats. It is unlikely an Unburial Rites is going to resolve, so I would just play draw go with them. If we draw go and they are not proactive, we will win. They can blow up Eye of Ugin all they want, I will hit 15 mana before them and win.
I really think Timely Reinforcements is one of the best cards in the deck. I am never sad to see it drawn. Essentially I think the match up comes down to tight play and us not rushing for the Unburial Rites package. We need mana to win the counter wars.
As I said a few posts back, a lot of the combo/control decks have a beat down and/or burn to the face element as well. tarmo twin, u/w/r control and midrange, pod, regular twin. I'm not dissapointed to draw timely in most matchups, sure its bad vs GR tron lol.
I think UWR becomes a burn deck with counters and maindeck "hate" for what we are trying to do in the form of shadow of doubt and tech edge. A good UWR control player won't do nothing in this matchup, end of turn they will bolt and helix us. then a bit later they will snapcaster bolt and helix us and flash clique. then when we run out of removal and stuff, they will animate colonnade and attack us. We don't really have any good ways to deal with snapcaster and clique besides path, since repeal and oring/cyclonic rift/remand doesn't really hit their flash creatures well, and if we use too many paths on snapcaster/cliques then eventually we run out of ways to deal with colonnade and we lose. And isn't game 2 just harder? they have sowing salt and other land hate and they have more counters so its more likely they can resolve their spells.
LSV put a ghost quarter in his main after his top8, although we already have color mana issues, I think this might be correct, because we need more ways to deal with colonnades and inkmoths.
How many Counters do you run? I run 7 in the MB (3 Condescend, 3 Remand, 1 Mana leak) and 2 Spell Snare + 1 Pact of Negation SB.
Most of these are going to come down to counter wars on our big plays. As you said a good UWR player is just going to play Draw Go with us until the feel safe to bolt. Take the bolts but remand the flashbacked bolts of Snapcaster.
Clique gets countered. If you know they have that hold a Condescend for it. I don't run oring, rift, or repeal in my mainboard. I would much rather have 2 Timely's MB and a good counter suite.
Block Colonnade with Colonnade, hard counter Cliques, remand flashbacked spells, and just get to the late game. Late game we win, and UWR will generally want to go to late game anyway.
I really think it just comes down to tight play and control v control, until our inevitability hits the floor and wins.
Seriously every time I reanimated Terastodon I won easily. One game I had just remanded Karn and was struggling on mana. I knew if I didn't do something pretty proactive I was dead, so on my turn I Gifts for the Terastodon package, reanimate immediately, and blew up his Tron. He could not recover after that. It was similar on almost every game.
I even beat him pre sideboard. The two games I lost were god hands for him. One was a turn 3 Wurmcoil which I wasted Condescend mana on, followed immediately by Karn. That was my fault. The other loss was when he had 3 Wurmcoil Engines out, two with Lightning Greaves on, and I just couldn't draw into answers.
Overall I felt very comfortable in the matches. I outraced him to Emrakul in almost every game with the help of Terastodon and Remands.
1) I feel that this matchup is better for you then most u/w tron decks because you have way more counters main deck. LSV only runs 4 same with Gerry thompson and reid duke less. I personally only run 4 remands,I dont like mana leak or condescend. U/W tron isn't an ATTRITION late game control deck in the sense that our threats usually win immediately so we don't have to grind the opponent out and we have a "combo" element in our deck which makes remand the best counter by far cus we can temporarily stop them and dig deeper into our deck. Once again, we are not trying to stop them from doing anything, we just want to stall until our big threats come online and instantly win. and do you have terastodon in the main or the side?
2) you guys might think I'm crazy for saying this and I might be crazy, but im trying 1 eye 1 emrakul 1 academy ruin and 1 mindslaver in the main. I tested the cyclonic rift, it wasn't good imo, the amount of times its just 2 mana bounce is too high and the overload doesn't do very much in most matchups, considering tons of decks have flash creatuers such as pestermite, resto angel, deceiver, snapcaster, clique. I've also moved to 4 maps in the main. I agree with playing 3 or 4, but i haven't decided which amount is correct, I feel that maybe Gerry Thompson is correct and 4 is the best number. Sure it might be a dead draw sometimes, but u can discard it to thirst and its not bad if u are playing 1 mindslaver in the main. Usually people only have either the eldrazi package OR the mindslaver package. I have the 1 eye of ugin, 1 emrakul but instead of 2 academy ruins, 2 mindslaver and crucible in the main, i only have 1 academy ruin and 1 mindslaver. Mindslaver isn't a bad card even if u can't lock them, cus you can tap them out, see their hand/sideboard and waste some of their cards. It is really deadly against the combo decks, or decks with burn, just waste them all targeting themselves. Then later in the game if u map for academy ruins, u can lock them. mindslaver is much less of a dead draw them emrakul in the mid game because getting even 1 turn of the opponents is extremely deadly, and late game you can lock them.It is basically similar to playing "another big thing" in the main, either wurmcoil/batterskull/sphinx's rev/ulamog/sundering titan etc. But mindslaver isn't too much of a dead draw, you can use it for value just to take 1 turn in the mid game and then later have both emrakul or mindslaver lock available as win cons. One of the best things that I like about the mindslaver is, if you just go for the 1 turn slaver without the lock, you can tap all your opponents lands so u can do anything u want on your turn
The biggest difference in my deck from the ones in the OP is that I run 3 Signets and no Talismans. So far this has worked well for me. If I start seeing more Blood Moon at my LGS I will likely cut a Remand, but currently it allows plenty of room for more Counters/Removal. I love having as many Counters as I do. Sure against Burn or Zoo the Remands become useless, but that is what the SB is for.
Oh and I have the Terstodon in the SB. Iona and Elesh in the Main.
UW Tron has a better match up against midrange and aggro, while mono U tron has a better match-up against Control. I feel like UW Tron is better positioned as you can add a couple more counterspells or a couple more board wipes/removal depending on the meta. For mine, I run the Wrath Package with Snapcaster as well as 7 counters in the maindeck.
U Tron can get a fast lock with Mindslaver or an O Stone Lock and also runs more counters and is better with artifacts.
UW Tron can end the game on turn 4 with Iona/Elesh or win late game with Emrakul, and has access to spot removal.
Here ya go (its current iteration, anyway):
1x Iona, Shield of Emeria
1x Emrakul, the Aeons Torn
1x Snapcaster Mage
4x Gifts Ungiven
4x Thirst for Knowledge
4x Path to Exile
3x Azorius Signet
3x Expedition Map
3x Condescend
3x Remand
1x Wrath of God
1x Day of Judgment
1x Supreme Verdict
2x Timely Reinforements
1x Unburial Rites
1x Mana Leak
3x Celestial Colonnade
3x Seachrome Coast
4x Urza's Tower
4x Urza's Mine
4x Urza's Power Plant
1x Eye of Ugin
1x Island
1x Plains
Sideboard
1x Sundering Titan
1x Wurmcoil Engine
2x Celestial Purge
1x Disenchant
1x Detention Sphere
1x Oblivion Ring
2x Spellskite
1x Spell Snare
1x Runed Halo
1x Pact of Negation
1x Stony Silence
1x Relic of Progenitus
The sideboard needs to be adjusted a bit. I will drop Stony Silence for Torpor Orb once I get one. I like Runed Halo for Boggles, the extra counters come in against control matchups. Against RG Tron I bring in D Sphere, O Ring, and Disenchant. Worked quite well actually.
EDIT: Here's my list currently. I've actually had great success and usually place within the Top 3 each week. I know there are some unconventional and controversial choices like a Merchant Scroll main and Bojuka Bog in the board, but they work. Merchant Scroll is a great 5th Gifts and also has lots of utility in my mainboard right now. Theres's a lack of interaction in most decks I play against and a resolved Gifts means I usually win. Bojuka Bog is there because I haven't encountered any graveyard decks in my metagame but want at least 1 hoser; "5" copies of gravehate with 1 sideboard slot is great. I prefer Mindslaver to Emrakul because of the lack of Midrange and Control in my meta.
1 Buried Ruin
3 Celestial Colonnade
1 Ghost Quarter
2 Hallowed Fountain
1 Island
1 Plains
3 Seachrome Coast
4 Urza's Mine
4 Urza's Power Plant
4 Urza's Tower
1 Condescend
4 Path to Exile
1 Repeal
4 Remand
4 Thirst for Knowledge
4 Gifts Ungiven
1 Merchant Scroll
1 Wrath of God
1 Unburial Rites
1 Merchant Scroll
1 Day of Judgment
4 Azorius Signet
1 Crucible of Worlds
1 Mindslaver
1 Snapcaster Mage
1 Wurmcoil Engine
1 Elesh Norn, Grand Cenobite
1 Condemn
2 Porphyry Nodes
1 Spell Pierce
1 Sunlance
2 Hurkyl's Recall
1 Kataki, War's Wage
1 Negate
1 Spellskite
1 Aven Mindcensor
1 Pithing Needle
1 Timely Reinforcements
1 Iona, Shield of Emeria
As far as Affinity/Infect go, you're playing a lot of hate/removal in your board. That considered, you should win after boarding. You can't board any more, and to be honest, what you're boarding is already fairly extreme in my opinion. Against Affinity you can bring in as many as 9 cards, that's a heck of a lot. I normally don't even play Hurkyl's or Kataki, which says how different we think the matchup is. As far as Infect goes, they are the favourite but you're again bringing in 4 cards against them.
If anything, play more Repeal MB. The card is reasonable against them while not being a dud.
Grixis Death's Shadow, Jund, UW Tron, Jeskai Control, Storm, Counters Company, Eldrazi Tron, Affinity, Living End, Infect, Merfolk, Dredge, Ad Nauseam, Amulet, Bogles, Eldrazi Tron, Mono U Tron, Lantern, Mardu Pyromancer
Ghost Quarter is simply better for us than Tec Edge. We're not concerned that they get a land, if we were we'd be apprehensive when casting Path. We'd rather kill the land early, especially when it comes to Tron lands.
All these glass-cannon aggro decks have high variance. Affinity is supposed to be the one with the best average case and resiliency, but it still has a lot of variance. It can just have some explosive starts that have you dead on turn 3 or 4.
Maybe Ghostly Prison could work as well, but I have a feeling it's a little slow. I'm really not sure what you're expecting to hear, the decks are fast and we're not. You're just going to have to draw one of the 10-15 answers in the deck that you need.
Grixis Death's Shadow, Jund, UW Tron, Jeskai Control, Storm, Counters Company, Eldrazi Tron, Affinity, Living End, Infect, Merfolk, Dredge, Ad Nauseam, Amulet, Bogles, Eldrazi Tron, Mono U Tron, Lantern, Mardu Pyromancer