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Unstable Q&A with Mark Rosewater
 
The Dos and Don'ts of Silver-Border Commander
 
Word of Command: Un-believable
  • posted a message on [Developing] Infinigriffin Food Chain
    Red cards.
    Posted in: Combo
  • posted a message on [Primer] MonoU Tron - "The well-oiled machine"
    One day I'll get good enough at cube I'll be able to build the deck online for free, have to stick to paper for now :p



    Okay, imo cards which should not (never) be cut from the 60;


    Ugin, the Spirit Dragon - Okay if your meta is 80% affinity I might be wrong.
    TFK number 1
    Pangle; You force the opponent to have a direct answer to this one card or they lose - this is more than slightly different than an 'I win' button.
    TFK 2
    The last Explosives or Ostone. Yes budgets are bollocks but some people have them, you can cope with one of any of these and a tutor (Trinket>Fabricate>Tolaria)
    TFK 3
    Condescends 1-3 - I think decks can cope with 3, In the past I would have rathered switch a repeal for a spellburst (If I was playing it) not the 4 condescend, but given the pace of the format right now 1U bounce shadow draw a card is too good.
    TFK 4
    1x Treasure Mage
    TFK 5 (Well, I mean, check with the Head Judge first... they might insist you take this one out Frown )
    Singleton Cyclonic Rift, I think this is one people forget about, but it's the nuts.

    Posted in: Developing Competitive (Modern)
  • posted a message on [Primer] MonoU Tron - "The well-oiled machine"
    The deck at it's heart is a singleton deck. Like most 'silver bullet' becks we're focused on Jagging our opponents plan with a card they don't have an answer for. What this means is there's no reason to /not/ run 3 WC, if you are seeing rewards.
    What there is though is a place for you to ask questions about your build/meta/decision making.

    Why are you winning with WCE? Is there a lot of Burn/Aggro? Is it because you're not seeing the correct hate for it?
    Every time you untap and swing is a turn you could be using to control that player during their next turn so you really need to ask 'are there situations where using mindslaver could have won the game while leaving less outs?'

    Posted in: Developing Competitive (Modern)
  • posted a message on [Primer] MonoU Tron - "The well-oiled machine"

    I usually prefer playing than speculating on cards to come... But I think this one gets more than 1 slot in the deck.



    Extraction is more flexible while doing everything we want crypt to do - sometimes their casting the card is far scarier than the redundancy of a GY 'lock'
    Posted in: Developing Competitive (Modern)
  • posted a message on [Primer] MonoU Tron - "The well-oiled machine"
    At 3 Leylines is the correct number, 4 if you're not burning slots on 'cute' sb cards the ~25% increase in starting hands is a real number. Orbs is a 'take this not and my good card please' which will often have you dead in the water with an (equally uncastable Ivory Mask) in hand for 3 turns minimum (Orbs is 5 cmc) it also is an artifact, which sure pitches to thirst efficently, but also dies to any artifact hate they might have brought in against your good spells.
    Posted in: Developing Competitive (Modern)
  • posted a message on [Primer] MonoU Tron - "The well-oiled machine"
    If ur running TW for 0-drop artifacts consider replacing it with Trinket Mage. Same speed, Body, doesn't cipt ;), only one U.
    Posted in: Developing Competitive (Modern)
  • posted a message on [Primer] MonoU Tron - "The well-oiled machine"
    I personally like Ballista and try to run ~2.
    Posted in: Developing Competitive (Modern)
  • posted a message on [Primer] MonoU Tron - "The well-oiled machine"
    Quote from pierakor »
    I'm thinking about 2 Slaver 2 Engine 2 Ugin in the future


    I've been wanting another walker lately, was going to try 1/1 Of Karn and Ugin. 7 Mana vindicate + fog is probably more than good enough.
    I've been hitting some time issues on making the 8 for Ugin, both with and without talismans in the build, and a few times 7 mana for not-a-creature has been exactly what I would have needed for the game.
    Posted in: Developing Competitive (Modern)
  • posted a message on [Primer] MonoU Tron - "The well-oiled machine"
    We usually need the Mana "Right now", and the deck fails on a lot of the fast land checks, so we go with something that doesn't ever cipt and doesn't get screwed by Taxes.

    Anyone who's wondering about 'an insane winrate' for any given matchup. The answer is usually 'Run more Chalices'. This cards impact on fair and unfair decks can't be easily understood without a) playing against them b) watching you opponent 'do nothing' for 3 turns before the mindslaver.
    Posted in: Developing Competitive (Modern)
  • posted a message on [Primer] MonoU Tron - "The well-oiled machine"

    You can't, snapcaster is Tfk 5, remand 4-5, condescend 5, dismember 3 etc etc


    If one literally can't find one Spreading Seas or Squelch maybe - something that cantrips almost certainly.
    Posted in: Developing Competitive (Modern)
  • posted a message on [Primer] MonoU Tron - "The well-oiled machine"
    You can't really dodge the Chalice. I tried skimping on them for a while too, but so many match-ups are turned on their head by a resolved Chalice or even by forcing chalice to be removed from hand rather than a reactive spell.
    Posted in: Developing Competitive (Modern)
  • posted a message on [Primer] MonoU Tron - "The well-oiled machine"
    The Eldrazi is a slightly different style for sure, I know where you're coming from. When I get the last of my chalices and explosives, I'm definitely going to be slinging the true Utron for more than a few matches.

    Looking forwards to having some time to catch-up on watching in a couple of hours Wink
    Posted in: Developing Competitive (Modern)
  • posted a message on [Primer] MonoU Tron - "The well-oiled machine"
    I've been playing a 'mid-range' utron with the Eldrazi, I think there's something there that has it's own merits.

    Playing with the 4 & 5 drop Eldrazi + Temple one is able to 'turn the corner' as early as turn 3. One part of Eldrazi tron showing up in all the top8s is the Turn 3 Reality Smasher, and turn 2/3 TKS. If one doesn't go all-in on the Eldrazi we can keep our Islands while still having the opportunity to ask aggro questions. As was said just recently - We don't need to find a 'better' win condition, we just need time (Literally every great control deck ever). Well one thing that buys a dumb amount of time is taking their turn 3 play and the tempo then holing up behind counters and thirst. Another thing is sending a 5/5 trample hasty at them - as we know - sometimes the best answers are questions.

    I ran a too Eldrazi Heavy list at a small tourney last Saturday, going as deep as 3x Matter Reshaper and as light as 5x Island. It did not feel good, I was praying either to hit my curve or spending too much time stressing about making this blueless line work etc etc. The good starts were still good however and the deck could still function when the right parts were found. I finish 2-1, the round I lost was a really tough deck, Monovalue? (I like 8suns), a WG thing with Sun Titans Renegade Ralliers and stuff. Huge value, hard to keep down ramps digs etc etc. I feel I baited myself with my deck construction into keeping 'curve' hands and was really punished for it in this round.

    I really missed the blue things, they are amazing, settling on tweaking this following list until satisfied.


    My sideboard choices are being influenced by my paper meta, yes 4x Dismember - But I don't have tecedge for the manlands. 3x Revokers because I absolutely hate lili atm - but I would like to improve that slot. I try not to leave home without yard hate, 2 Relics gives me a nice tool box for the trinket mages. Maindeck I'm running Walking Ballista, which I view as more versatile option for what has become main deck Spatial in a few lists I've seen. Also 3x Talisman, there's no Solemn, I view them as Flex Slots for boarding and ramping out turn 3 RS/TKS has often proven to be 'take 5, then 3 for one yourself with Path) or similar.

    Planar Bridge? No!!! It costs 14 mana, or a Wurmcoil cast and then a Sundering Titan. If you have enough time to set it up how were you ever going to lose playing more efficent cards than it?

    Eldraziblue players, I cut Ulamog the Ceaseless Hunger from my style of list a few weeks ago in favour of Kozilek the Great Distortion, I feel we play enough maindeck answers already that Ulamogs cast trigger is 'never' going to b what we want while Kozzies cast trigger is easy to manipulate into reading 'Draw 6 cards'. He also has a Nuts activated ability in a deck with a full curve.

    Quote from kharniverous »
    Lots and lots of matches will be played. If you guys want me to play a certain list post it in here and I'll try to get the cards. I plan on playing at least 10 leagues at a rapid pace .

    Please try any list with Walking Ballista! It Chump blocks, kills Confidants or Mana dorks, and goes to the dome ftw.
    Posted in: Developing Competitive (Modern)
  • posted a message on [Primer] MonoU Tron - "The well-oiled machine"
    Quote from pierakor »
    Anyone want to loan me some cards on MTGO?


    I wish =P

    In reading your FAQ in your sig I was wondering if anyone else has tried using a Slot for Kozilek the Great Distortion? Butcher is a 'great card' but isn't the distortion actually a more suitable card for the deck? One can net up to 3 more cards with the cast trigger and he is able to be played at ten mana and enable us to leave protection up. Yes he's a 'win button' that we can't tutor (that old chestnut) but he's also the cheapest with a cast trigger and built in protection (in the form of 0 mana counterspells).
    Posted in: Developing Competitive (Modern)
  • posted a message on [Primer] MonoU Tron - "The well-oiled machine"
    I like walking Ballista a lot, I think it's flexibility in CMC and the ability to build and provide colourless removal and reach fantastic.

    The fact that it give us a body-on-removal-on-manasink to my inexperienced mind is just fantastic, and it's single handedly change the dynamic of the Merfolk match up.

    Due to card scarcity this is the list (unless I find some upgrades) I'll be running tomorrow, not sure of what meta will look like, probably Skred, Jund, Non-U Tron, Affinity and Storm, maybe some Jeskai or UW control.



    I've considered adding 1x Collar to the list just because it's disgusting with ballista, but can't really justify it at the same time as we have other real sweepers and it's more of a 'cute' interaction when we have Batterskill for lifegain main already.

    Shifted my Titan to board, people really played around him the other week and not seeing enough island on the other side of the board most games - also lost of 2pain 2 dual 2 fast set-ups and the like. Have gone up to 24 land, 30 mana things counting Map and Talismans. With this many ballistas in the list, having turn 4 on turn 3 is what we want to be able to do in a vacuum.


    On TKS, I originally ran two in the list but three things made me stop playing him, He dies to Galblast - believe it or not, top decked sure, but this is really really bad. You're unable to target yourself - sounds dumb, but in a deck that can and may cast Condensed for 0 just to dig not being able to ensure a self replacement effect really bugged me. And finally, I'd rather draw Solemn and not feel bad when it dies. (Also Smasher is just a better Creature, tks is a spell.)
    Posted in: Developing Competitive (Modern)
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