can't really remember the sideboard plan card by card,
but for esper dragons, i remember i removed heelcutter then eidolon and outpost siege went in
for gr dragons, i saw mystic elves and den pro so in comes searing blood, no eidolon even when i'm on the play since it'll be ****in devastating if opponent cast courser into thunderbreak
gr dragons 2, i remember i boarded in 4 roast, which was a mistake when the 2 thunderbreak popped up lol, so out they came on game 3, sided in 1 arc lightning just for den pros and mystic
big red,
of course, in came searing blood and arc lightning, took out foundry street denizen and lightning strikes
Hey all. This is what I have sleeved up; reminds me of classic RDW (20/20/20), but obviously not quite since 8 of the spells are token generators. I'm trying to make room for Zurgo Bellstriker. I think I might be running too many Goblin Heelcutter, but he's also been clutch. I was running Hall of Triumph, but sometimes it seems like a win more or simply too inconsistent. I am open to putting it back in though. Also wondering whether I should get rid of some of the token generators for more main deck burn spells. Lastly, any thoughts on the sideboard?
I would take out -2 heelcutter, and put two zurgos in place of it. You have 12 3 drops (16 if you count stoke but I won't) and that can be pretty bricky, which if you get land screwed is going to hurt. The sideboard looks fine (typical rdw but tried and tested). In my rdw I like to run 2 searing blood mainboard, 1 roast and I opt for 3 hordeling instead of 4 due to me bricking too many times with it. At my lgs there are a lot of on the ground decks.
It really depends upon your meta.
I also think hall of triumph is win more and a horrible top deck later on if not in your opening hand.
I just wanted to know what staples are going to rotate out next. I'm looking to build a variation of this deck with that in mind.
I know we lose Rabblemaster and Stoke The Flames, what kind of affects is this going to have on the deck?
Plenty of good cards in Red surviving the rotation. We lose a lot with Rabble, Stoke, and Strike, but still retain quite a few staples. There are some almost playables waiting in the wings and good bet that we will get another Lightning Strike analogue in Origins or Return to Zend.
Some good depth there and I didn't even list splash cards like Command, nor did I mention some of the marginal stuff that didn't get play. There's undoubtably a good deck in the mix, the question is what the meta looks like and how our deck fits in with that meta.
If I were to design a Tarkir Block Mono RDW in a vacuum I think this is the direction I'd go:
Also keep in mind our opponents are losing a lot of sweepers (bile blight, drowning sorrow), sylvan caryatid and courser are rotating out and we still get to keep monastery swiftspear wildslash, heelcutter,dragon and hordeling outburst. The only thing we will need to worry about unless something gets reprinted is virulent plague.
It sucks we are losing stoke the flames,lightning strike, titan strength, foundry denizen,goblin rabblemaster, frenzied goblin,searing blood (I will miss this one a lot), and eidolon of the great revel. I am positive we will see a lightning strike equivalent in origins, heck maybe even a foundry. Even if we don't, we have other red drops that will see their day in the sun.
So guys, Im running a standard RDW list, and I was wondering if you guys believe it's worth it to run fetches for the slight deck thin. I currently went 3-1 last FNM not losing at all in the early rounds and losing horribly in the first round of playoffs due to back to back mana flood. (Laughed when I top decked a lightning berserker with 8 mountains in play though, still didnt win)
So guys, Im running a standard RDW list, and I was wondering if you guys believe it's worth it to run fetches for the slight deck thin. I currently went 3-1 last FNM not losing at all in the early rounds and losing horribly in the first round of playoffs due to back to back mana flood. (Laughed when I top decked a lightning berserker with 8 mountains in play though, still didnt win)
Do you find yourself dangerously low when you win or with a huge life swing?
So guys, Im running a standard RDW list, and I was wondering if you guys believe it's worth it to run fetches for the slight deck thin. I currently went 3-1 last FNM not losing at all in the early rounds and losing horribly in the first round of playoffs due to back to back mana flood. (Laughed when I top decked a lightning berserker with 8 mountains in play though, still didnt win)
Well coming from a guy whose deck list must be perfect, seeing as no one has any criticism whatsoever for me, my deck runs no fetches so I'd say nah, not worth it.
In all seriousness though, I'm going to stick with "no". Getting flooded with 20-21 lands is just unfortunate, but it happens. There was an old thread somewhere where the OP posted the math about the thinning vs the life loss and it was definitely not worth losing life just to thin. I can't find the thread but if anyone else knows what I'm talking about and remembers the name of the thread then dropping the link would probably be very helpful.
Thinking about building this list. It's almost exactly the same as one that won a tournament. I don't remember which, but they played it on the SCG channel versus series. I changed the sideboard a little and that's about it. Thoughts?
I'd even consider going slightly bigger by adding more Ashcloud Phoenix somehow, since the Flamewake plays very nicely, but I cannot see a good way to go about it without the deck becoming more Big Red than RDW. Perhaps out of the side instead of Outpost? It's good against the matchups you want Siege for, without getting blown out as easily.
So guys, Im running a standard RDW list, and I was wondering if you guys believe it's worth it to run fetches for the slight deck thin. I currently went 3-1 last FNM not losing at all in the early rounds and losing horribly in the first round of playoffs due to back to back mana flood. (Laughed when I top decked a lightning berserker with 8 mountains in play though, still didnt win)
First of all how many lands do you run? It should be 20-21 depending on your precise build.
Secondly, that's an unfortunate fact of the deck. We flood in the late game. The deck is not designed to go late. Some ways to help with this is to have mana sinks like Lightning Berserker to use up excess mana usefully. You could even consider Dragon Whisperer as a solid 2-drop that is a late game sink.
Otherwise, the math doesn't hold up on the fetches. The effective thinning is extremely small on percentages while he damage taken each game is very real. Ive run the damage numbers further up this thread concerning delve. Add a set and your 60% to take some amount of extra damage each game. Add 2 sets of fetches and you are talking about fairly consistently starting at 18 life or less.
As far as how much it increases your draw probabilities. Hypothetical: Turn 6, we have 4 lands already. Our probability to draw a land is 32.7%. If we've fetched 1x then our probability is 31.3%. If we've fetched 2x then our probability is 29.8%.
At a rate of 1-2% increase in quality, we're not looking at a great payoff for a better draw step. Your talking dozens of games and tens of life before it does anything. If you are really that concerned, Scry lands would likely not impact your game quite as much as the extra damage, and would do a better job of filtering.
Thinking about building this list. It's almost exactly the same as one that won a tournament. I don't remember which, but they played it on the SCG channel versus series. I changed the sideboard a little and that's about it. Thoughts?
I'd even consider going slightly bigger by adding more Ashcloud Phoenix somehow, since the Flamewake plays very nicely, but I cannot see a good way to go about it without the deck becoming more Big Red than RDW. Perhaps out of the side instead of Outpost? It's good against the matchups you want Siege for, without getting blown out as easily.
Well I was just assuming seeing as no one had anything to say about it earlier
As for the changes, 22 land seems reasonable considering I'm going up to Thunderbreak Regent. I think I'll try Ashcloud in the side. I was never impressed with it main in my Jeskai deck because it just felt worse than Thunderbreak against everything except control. Hitting 6 mana to flip might be a bit of an issue but I guess if we're getting into the late game it's basically burn that can't be countered, which is nice.
Yeah Thunderbreak > Ashcloud if you want 4x. Though, if you wanted more in that a slot then it's pretty solid. I ran 2x Ashcloud along side 4x Thunderbreak in my GR Atarka's Monsters and they were all-stars all night.
I'll probably just stick them in the side because I don't think I want to up my curve main deck very much, but I could see bringing them in against control decks and other decks that are good at clogging up the ground.
For the thread in general, what is your preferred creature suite? I just ran a tournament today and went 1-2 (first time playing the deck though, so I wasn't expecting to go 3-0 or anything).
I'm aware that the list was kind of weird, as I threw the deck together in the last moment to play tonight. I've been putting together Atarka Red, but don't quite have all the pieces, so I'm playing Mono Red instead.
I'm fairly certain I'm going to go -1 Mountain and -2 Lightning Berserker for +1 Hordeling Outburst and +2 Eidolon, but I'm not sure if this is correct. Do you guys like Eidolon in the maindeck, or put them completely in the side with Berseker taking the slot? I have one Rabblemaster, is that worth taking out the Searing Blood for? I'm leaning towards yes, but I'm not positive.
Definitely cut a mountain. I like the idea of Eidolon main, but since he can be problematic in the mirror a lot of people side him. If there isn't that much aggro in your meta, main is probably correct.
Just a report from last night's FNM, where I was running a variant of the deck that PV spoke about here. I don't have any of my own Eidolons, so was running 2 Mardu Scouts, and one each of Heelcutter and Vaultbreaker. I also wasn't sure about the 4 Berserkers, so ran 2 of them and 2 mainboard Roasts (adding in 2 Bathe in Dragonfire in the side).
Results were mixed, going 1-3 for the night. Main observations were that the deck was blazingly fast, doing almost double digits of damage by turn 2 or 3 every game, but then I stalled out all the time. I can see why the Eidolons are in there - to keep the deck ticking over as it curves up to the Phoenix and the Regents - so guess I need to go buy some! I'll probably only grab 3 in order to keep the MB Roasts, as they were really useful to pull several times. I also had several games where I was land flooded (including one where I just needed any burn spell for the win, but pulled 3 land in a row), so will probably drop it to 20 land. A third Phoenix is also tempting to add in.
Match reports are below. I can post my full deck list if wanted, but really the only changes to PV's list are above.
Match 1 - Abzan Aggro. Game was I was all over him, but after he sided in Duress, Bile Blight and Drown, I got hurt. Duress pulled out Titans Strength and Outpost Siege game 2, got him to 1 then drew three land in a row. Game 3 I got him to low life, then lost all creatures to Bile Blights and got eaten by Tasigur. 1-2.
Match 2 - GWU Ajani/Sage of Hours shenanigans. Game 1 was a quick win. Game 2, Monastery (Dragons) and Citadel (Khans AND Dragons) Sieges came on his side, but I curved through T1 Swiftspear, T2 Titan's Strength, T3 Flamewake and T4 Regent. 2-0 without losing any life.
Match 3 - Assault Formation. Got him to 10 on turn 2 after a double Titans Strength on a Swiftspear. Then a Rhino, Nyx Ram and Assault Formation. Good night. Game 2 had to mulligan a 6 land hand (Swiftspear, Wild Slash, Titan's Strength, Lightning Strike, Outpost Siege and Stoke, so playable, I thought), then got stuck on 1 land for the next 6 turns. Sidisi, tutor for Assault Formation. Rhino died to Roast, but bounced back with Foul Renewal = no chance. 0-2.
Match 4 - Atarka G devotion. Raced out the blocks, got him to 2 life with Flamewake putting in the work, then Dragonlord Atarka wiped my board and cleaned up. Game 2 mulligan to 4 after three non-land hands. Still fast, with him taking 11 after 3 turns. Then the land dried up again, and faced a Hornet Queen and Monstrous Colossus. 0-2.
That's the deck I'm building. The ideas he presents in the article seem interesting. Earlier in this thread it was already suggested to me that cutting the Titan's Strengths and upping the land count might be a decent idea and honestly I think it probably is something at least worth testing. I'm unsure of Stormbreath Dragon though, it might just be a bit too high on the curve, but something worth testing regardless I suppose.
For the thread in general, what is your preferred creature suite? I just ran a tournament today and went 1-2 (first time playing the deck though, so I wasn't expecting to go 3-0 or anything).
I'm aware that the list was kind of weird, as I threw the deck together in the last moment to play tonight. I've been putting together Atarka Red, but don't quite have all the pieces, so I'm playing Mono Red instead.
I'm fairly certain I'm going to go -1 Mountain and -2 Lightning Berserker for +1 Hordeling Outburst and +2 Eidolon, but I'm not sure if this is correct. Do you guys like Eidolon in the maindeck, or put them completely in the side with Berseker taking the slot? I have one Rabblemaster, is that worth taking out the Searing Blood for? I'm leaning towards yes, but I'm not positive.
not a fan of Eidolons MD, most of the time, youre only hurting yourself especially if you're mostly against midrange decks....if you're looking for a 2 drop, i'd prefer the mardu scouts instead.
but for esper dragons, i remember i removed heelcutter then eidolon and outpost siege went in
for gr dragons, i saw mystic elves and den pro so in comes searing blood, no eidolon even when i'm on the play since it'll be ****in devastating if opponent cast courser into thunderbreak
gr dragons 2, i remember i boarded in 4 roast, which was a mistake when the 2 thunderbreak popped up lol, so out they came on game 3, sided in 1 arc lightning just for den pros and mystic
big red,
of course, in came searing blood and arc lightning, took out foundry street denizen and lightning strikes
20 Mountain
Creatures(20)
4 Goblin Rabblemaster
4 Goblin Heelcutter
4 Foundry Street Denizen
4 Monastery Swiftspear
4 Lightning Berserker
4 Stoke the Flames
4 Lightning Strike
4 Wild Slash
4 Dragon Fodder
4 Hordeling Outburst
4 Searing Blood
4 Eidolon of the Great Revel
4 Roast
3 Arc Lightning
It really depends upon your meta.
I also think hall of triumph is win more and a horrible top deck later on if not in your opening hand.
I know we lose Rabblemaster and Stoke The Flames, what kind of affects is this going to have on the deck?
7 Mountain
4 Bloodstained Mire
4 Mana Confluence
4 Wooded Foothills
1 Forest
Creatures
4 Foundry Street Denizen
4 Monastery Swiftspear
2 Lightning Berserker
2 Zurgo Bellstriker
2 Goblin Rabblemaster
4 Atarka's Command
4 Lightning Strike
4 Stoke the Flames
4 Dragon Fodder
4 Hordeling Outburst
4 Wild Slash
2 Become Immense
3 Eidolon of the Great Revel
4 Frenzied Goblin
4 Searing Blood
4 Roast
I really like Mardi Scout and Borderland Marauder as well
Plenty of good cards in Red surviving the rotation. We lose a lot with Rabble, Stoke, and Strike, but still retain quite a few staples. There are some almost playables waiting in the wings and good bet that we will get another Lightning Strike analogue in Origins or Return to Zend.
But to look at what's in Tarkir:
Creatures
1 CMC
- Zurgo, Bellstriker
- Monastery Swiftspear
- Lightning Berserker
2 CMC- Mardu Scout
- Dragon Fodder
- Dragon Whisperer
- Ire Shaman
3 CMC- Hordeling Outburst
- Flamewake Phoenix
- Goblin Heelcutter *
4 CMC- Ashcloud Phoenix
- Thunderbreak Regent
- Shaman of the Great Hunt
5 CMC- Sarkhan, the Dragonspeaker
Burn Spells- Wild Slash
- Draconic Roar
- Twin Bolt
- Arc Lightning
- Craters Claws
OtherSome good depth there and I didn't even list splash cards like Command, nor did I mention some of the marginal stuff that didn't get play. There's undoubtably a good deck in the mix, the question is what the meta looks like and how our deck fits in with that meta.
If I were to design a Tarkir Block Mono RDW in a vacuum I think this is the direction I'd go:
3 Lightning Berserkers
4 Monastery Swiftspear
3 Zurgo, Bellstriker
3 Mardu Scout
4 Dragon Whisperer
3 Ire Shaman
4 Flamewake Phoenix
4 Thunderbreak Regent
4 Wild Slash
4 Draconic Roar
2 Crater's Claws
Lands (22)
3 Haven of the Spirit Dragon
19 Mountain
4 Roast
3 Arc Lightning
2 Barrage of Boulders
3 Ashcloud Phoenix
2 Sarkhan, the Dragonspeaker
1 Mountain
For a lower Tokens based Atarka's Command build, then:
3 Lightning Berserker
4 Monastery Swiftspear
3 Zurgo, Bellstriker
4 Mardu Scout
2 Shaman of the Great Hunt
Spells
4 Dragon Fodder
4 Hordeling Outburst
4 Collateral Damage
4 Wild Slash
4 Atarka's Command
2 Twin Bolt
12 Mountain
4 Rugged Highlands
4 Wooded Foothills
1 Forest
4 Roast
3 Arc Lightning
2 Magmatic Chasm
2 Barrage of Boulders
4 Outpost Siege
These two shells I think are a good starting point to use as a base for a post rotation RDW.
Modern: R Skred -- WBG Melira Co -- URW Nahiri Control
Legacy: R Mono Red Burn -- UWB Stoneblade
Commander: R Krenko, Mob Boss -- WUBRG Scion of the Ur-Dragon -- WUBRG Maze’s End
Other: R No Rares Red (Standard) -- URC Izzet Tron (Pauper)
try not to worry about that yet until we know what we're getting from magic origins.
It sucks we are losing stoke the flames,lightning strike, titan strength, foundry denizen,goblin rabblemaster, frenzied goblin,searing blood (I will miss this one a lot), and eidolon of the great revel. I am positive we will see a lightning strike equivalent in origins, heck maybe even a foundry. Even if we don't, we have other red drops that will see their day in the sun.
Do you find yourself dangerously low when you win or with a huge life swing?
Well coming from a guy whose deck list must be perfect, seeing as no one has any criticism whatsoever for me, my deck runs no fetches so I'd say nah, not worth it.
In all seriousness though, I'm going to stick with "no". Getting flooded with 20-21 lands is just unfortunate, but it happens. There was an old thread somewhere where the OP posted the math about the thinning vs the life loss and it was definitely not worth losing life just to thin. I can't find the thread but if anyone else knows what I'm talking about and remembers the name of the thread then dropping the link would probably be very helpful.
Who said their deck was perfect?!?
I'll give ya some feedback if your interested. I like everything about the deck except the Titan Strength.
Suggest:
-3 Titan Strength
+1 Mountain
+1 Flamewake Phoenix
+1 Wild Slash
I'd even consider going slightly bigger by adding more Ashcloud Phoenix somehow, since the Flamewake plays very nicely, but I cannot see a good way to go about it without the deck becoming more Big Red than RDW. Perhaps out of the side instead of Outpost? It's good against the matchups you want Siege for, without getting blown out as easily.
Modern: R Skred -- WBG Melira Co -- URW Nahiri Control
Legacy: R Mono Red Burn -- UWB Stoneblade
Commander: R Krenko, Mob Boss -- WUBRG Scion of the Ur-Dragon -- WUBRG Maze’s End
Other: R No Rares Red (Standard) -- URC Izzet Tron (Pauper)
First of all how many lands do you run? It should be 20-21 depending on your precise build.
Secondly, that's an unfortunate fact of the deck. We flood in the late game. The deck is not designed to go late. Some ways to help with this is to have mana sinks like Lightning Berserker to use up excess mana usefully. You could even consider Dragon Whisperer as a solid 2-drop that is a late game sink.
Otherwise, the math doesn't hold up on the fetches. The effective thinning is extremely small on percentages while he damage taken each game is very real. Ive run the damage numbers further up this thread concerning delve. Add a set and your 60% to take some amount of extra damage each game. Add 2 sets of fetches and you are talking about fairly consistently starting at 18 life or less.
As far as how much it increases your draw probabilities. Hypothetical: Turn 6, we have 4 lands already. Our probability to draw a land is 32.7%. If we've fetched 1x then our probability is 31.3%. If we've fetched 2x then our probability is 29.8%.
At a rate of 1-2% increase in quality, we're not looking at a great payoff for a better draw step. Your talking dozens of games and tens of life before it does anything. If you are really that concerned, Scry lands would likely not impact your game quite as much as the extra damage, and would do a better job of filtering.
Modern: R Skred -- WBG Melira Co -- URW Nahiri Control
Legacy: R Mono Red Burn -- UWB Stoneblade
Commander: R Krenko, Mob Boss -- WUBRG Scion of the Ur-Dragon -- WUBRG Maze’s End
Other: R No Rares Red (Standard) -- URC Izzet Tron (Pauper)
Well I was just assuming seeing as no one had anything to say about it earlier
As for the changes, 22 land seems reasonable considering I'm going up to Thunderbreak Regent. I think I'll try Ashcloud in the side. I was never impressed with it main in my Jeskai deck because it just felt worse than Thunderbreak against everything except control. Hitting 6 mana to flip might be a bit of an issue but I guess if we're getting into the late game it's basically burn that can't be countered, which is nice.
Modern: R Skred -- WBG Melira Co -- URW Nahiri Control
Legacy: R Mono Red Burn -- UWB Stoneblade
Commander: R Krenko, Mob Boss -- WUBRG Scion of the Ur-Dragon -- WUBRG Maze’s End
Other: R No Rares Red (Standard) -- URC Izzet Tron (Pauper)
Modern: R Skred -- WBG Melira Co -- URW Nahiri Control
Legacy: R Mono Red Burn -- UWB Stoneblade
Commander: R Krenko, Mob Boss -- WUBRG Scion of the Ur-Dragon -- WUBRG Maze’s End
Other: R No Rares Red (Standard) -- URC Izzet Tron (Pauper)
This was my list
2 Eidolon of the Great Revel
4 Foundry Street Denizen
4 Monastery Swiftspear
3 Zurgo Bellstriker
2 Goblin Heelcutter
4 Lightning Strike
4 Wild Slash
4 Dragon Fodder
3 Hordeling Outburst
1 Searing Blood
1 Hall of Triumph
I'm aware that the list was kind of weird, as I threw the deck together in the last moment to play tonight. I've been putting together Atarka Red, but don't quite have all the pieces, so I'm playing Mono Red instead.
I'm fairly certain I'm going to go -1 Mountain and -2 Lightning Berserker for +1 Hordeling Outburst and +2 Eidolon, but I'm not sure if this is correct. Do you guys like Eidolon in the maindeck, or put them completely in the side with Berseker taking the slot? I have one Rabblemaster, is that worth taking out the Searing Blood for? I'm leaning towards yes, but I'm not positive.
URW Control
WBG Abzan
GRW Burn
EDH
GR Rosheen Meanderer
Modern: R Skred -- WBG Melira Co -- URW Nahiri Control
Legacy: R Mono Red Burn -- UWB Stoneblade
Commander: R Krenko, Mob Boss -- WUBRG Scion of the Ur-Dragon -- WUBRG Maze’s End
Other: R No Rares Red (Standard) -- URC Izzet Tron (Pauper)
URW Control
WBG Abzan
GRW Burn
EDH
GR Rosheen Meanderer
Results were mixed, going 1-3 for the night. Main observations were that the deck was blazingly fast, doing almost double digits of damage by turn 2 or 3 every game, but then I stalled out all the time. I can see why the Eidolons are in there - to keep the deck ticking over as it curves up to the Phoenix and the Regents - so guess I need to go buy some! I'll probably only grab 3 in order to keep the MB Roasts, as they were really useful to pull several times. I also had several games where I was land flooded (including one where I just needed any burn spell for the win, but pulled 3 land in a row), so will probably drop it to 20 land. A third Phoenix is also tempting to add in.
Match reports are below. I can post my full deck list if wanted, but really the only changes to PV's list are above.
Match 1 - Abzan Aggro. Game was I was all over him, but after he sided in Duress, Bile Blight and Drown, I got hurt. Duress pulled out Titans Strength and Outpost Siege game 2, got him to 1 then drew three land in a row. Game 3 I got him to low life, then lost all creatures to Bile Blights and got eaten by Tasigur. 1-2.
Match 2 - GWU Ajani/Sage of Hours shenanigans. Game 1 was a quick win. Game 2, Monastery (Dragons) and Citadel (Khans AND Dragons) Sieges came on his side, but I curved through T1 Swiftspear, T2 Titan's Strength, T3 Flamewake and T4 Regent. 2-0 without losing any life.
Match 3 - Assault Formation. Got him to 10 on turn 2 after a double Titans Strength on a Swiftspear. Then a Rhino, Nyx Ram and Assault Formation. Good night. Game 2 had to mulligan a 6 land hand (Swiftspear, Wild Slash, Titan's Strength, Lightning Strike, Outpost Siege and Stoke, so playable, I thought), then got stuck on 1 land for the next 6 turns. Sidisi, tutor for Assault Formation. Rhino died to Roast, but bounced back with Foul Renewal = no chance. 0-2.
Match 4 - Atarka G devotion. Raced out the blocks, got him to 2 life with Flamewake putting in the work, then Dragonlord Atarka wiped my board and cleaned up. Game 2 mulligan to 4 after three non-land hands. Still fast, with him taking 11 after 3 turns. Then the land dried up again, and faced a Hornet Queen and Monstrous Colossus. 0-2.
not a fan of Eidolons MD, most of the time, youre only hurting yourself especially if you're mostly against midrange decks....if you're looking for a 2 drop, i'd prefer the mardu scouts instead.
Modern: R Skred -- WBG Melira Co -- URW Nahiri Control
Legacy: R Mono Red Burn -- UWB Stoneblade
Commander: R Krenko, Mob Boss -- WUBRG Scion of the Ur-Dragon -- WUBRG Maze’s End
Other: R No Rares Red (Standard) -- URC Izzet Tron (Pauper)