I reached a lot of the same conclusions as I was building a list; eldrazi tron, when built ideally, uses mind stone and scion of Urza and other cards to be the dominant midrange strategy. But right now decks are so fast that midrange hardly exists. If I can't pkay mind stone or scion of Urza maindeck then I don't think e tron is where i want to be, the deck becomes quite clunky without cards like those to smoothe the curve out.
When I look at sideboarding plans it feels even clunkier. Using storm as an example (even though it's not very prevalent atm), chalice on 1 and 2 both do serious work but so do a lot of our 1 and 2 drop sideboard cards. It's not smoothe at all. E tron is the midrange king but I don't think midrange is good right now and chalice alone can't carry the deck.
Hey guys, I just finished writing a new primer after the previous OP was deleted due to the EU regulations stuff. I've been playing the deck regularly for the past couple weeks and it's been fun. I mostly made the switch from Gx Tron because Burn is super popular online right now and I wanted a better matchup. I wouldn't say the deck is in a great position right now - it kinda got left in the dust after 2018 brought so many wide and fast decks plus powerups for midrange and control, but it's better than it's been in a while with Burn, UR Phoenix and Grixis Shadow all among the top decks and Chalice being very good against them.
What kind of list are you running with? Im considering going back to E tron momentarily. I do like Arch over sea gate, seems like a decent swap to me. How do you feel about 23/24 lands, mind stone count, and baby Karn count? I'm also liking 1/1 splits of both wurm and collar in the main/side.
Chalice on 1: Keeps them off stars, spheres, stirrings, maps and cycling relics. Imo the strongest card in the matchup, if you are lucky and cast a chalice before their map and they dont have natural tron it often means gg for you
GQ+Surgical Extraction to keep them off Tron forever
Endbringer to keep wurmcoils and ulamogs in check
TKS to steal key pieces
Pithing needle against Karn, Ugin and maybe map
Altogether i feel we are pretty good positioned against Green Tron.
There is no way we are over 50% against Mono G tron. Sure you can steal a match by a chalice on 1, or T2 TKS T3 smasher curve, but over many games/matches they would win 55-60% of the matches at least IMO. They have 3 Thragtusk and 3 TKS often in the board, and 4-5 basic forests, if they land one of their 3 wurmcoils its over.
I still see Sea Gate Wreckage in many lists. Do players actually like this card? I found it very bad in the Serum Powder Eldrazi Stompy list, and am more inclined to run a Scavenger Grounds in that slot. Wreckage has been dead 99% of the time for me.
Totally agree, especially with lists running baby Karn and still running sea gate. Baby Karn gives way more card advantage and makes it so our hand is empty less. Buried Ruin has been doing absolute work for me, and I've needed multiple caverns now more than ever because control is being played a lot and they are attacking our caverns heavily.
I've been playing a bit with the chaliceless build. It feels fine against the field, particularly the top of the meta. My one burn match felt unwinnable without chalice due to their really good draws, and even though I was siding out some number of chalices against jeskai control, winning game 1 against them feels more difficult without chalice as well. I ran 4-1, 2-3, 4-1, and 3-2 comp. leagues for a 13-7 overall record and played in one paper tournament with the same list and went 3-0-1 [ID last round] for first out of 32 players.
For the discussion on mind stone/warping wail/spatial Contortion, I think it comes down to whether you're planning on playing more linearly, less interactive, and hoping the plan of ramp into T3 eldrai happens to line up against the opponent well. We've seen lists running mind stones and zero spot removal outside of dismember top 8 large tournaments and 5-0 leagues within the past month, which IMO means the strategy is viable, however it may be a bit dependant on dodging bad matchups on the way to such a finish. Remember, it still is possible to take game 1 off of humans or druid combo if we have the interaction or an explosive hand even if we are lacking 2 drop spot removal. We just need a little luck.
There have also been lists that have completely removed mind stones in order to use spot removal instead. This approach is trying to interact slightly more early game rather than just ramp out fatties and hope to get there. It's hedging against some of the top decks in the format which are wide and aggressive creature decks. Meddling mage and mantis rider are two creatures I really want spot removal to hit, which is why spatial is being favored over warping wail at this point in time. This configuration top 8'd SCG Minneapolis. If a dude can 13-2 15 rounds of Swiss without mind stone i think that's some pretty solid evidence that mind stones are not critical.
Lastly, some of us have been trying a zero chalice build in order to fit BOTH mind stones and contortions in the main (which also makes room for surgicals in the side), and there have been two different people to 5-0 with that configuration. I think all 3 of three configurations are viable, each one slightly changing certain matchups for better or for worse. If you're trying to hone in on a list for a particular local meta, decide what you want to best and what you're alright with losing some percentage points to. Personally I prefer to have my list setup to play at a large event where anything and everything is expected, which is why my paper deck and MODO deck are usually built the exact same. I really can't say which of these three configurations are better than the others, I think if you get the right matchups and draw well you could crush with any of them. They each make concessions against certain archetypes (or in the case of mind stone risking the deck losing to itself by not producing enough mana).
Running zero chalices has felt pretty smoothe for using my CMC=1 cards, it is sooo nice to not have to factor in chalice when sideboarding. But the burn matchup felt so terrible without chalice. I'm just not sure if we want a previously great matchup to turn so sour. You other guys running no chalice, what other matchups have you felt chalices were really really missed?
I'm curious about the 4 Leyline of the Void in the side. After reading his rundown it doesn't look like he sided it in at all. I guess he thought Dredge or Hollow One was going to be prevalent. I'd like to hear his reasoning.
I actually kind of like the decision to go with that card over relic/cage/surgical. Because RB hollow can go off on turn 1, Leyline is a pretty good option since it would go on the field on turn zero. The current GY decks are so fast and degenerate you can sometimes get punished for being on the draw with your relic. His sideboard has zero CMC 1 cards which I think works with chalice well. Leyline is harder to remove with EE (makes it seem really good against KCI) due to its high cmc, and being a non-artifact dodges some sideboard hate.
Drawing extra copies would feel really bad as we can't even cast the card. Also, I've found hollow one and dredge to be quite beatable with relics and cages, outside of the rare occasion when they have a nut hand. Relic is way more playable against Jund and the like, where there is value to be had in trimming their GY each turn. It's pretty common to use 4ish sideboard slots on GY hate, and going with Leylines or 1-drops both seem reasonable, dependingon whether you want relics because they are more widely used, or Leylines to really shut down the few GY aggro decks.
Hi guys. Finally decided to start my serious journey in to modern. I went with Eldrazi tron. Thanks to all in this thread, especially Tituba. Your insight helped me build my deck. Took forever to get the account woth twitch straightened out but ive made it.
My deck is very similar to Tituba's chaliceless list. Ive got the deck built in the forums, but havent figured out how to share.
First fnm went 3-2. Beat burn, some green land destruction deck, and eldrazi and taxes. Lost to allies and humans. Lots of fun, and i look forward to where this deck and I will go.
Thanks! What helped me with learning how to use the decklist and other functions on this forum, was to find a post that had a decklist or whatever I wanted to include in my post, and use the quote button to pop open their post and copy-paste their syntax to use as my framework.
There is a tournament report on /r/spikes from a person that got 1st place at their SCG Regional event, with some really nice discussion on the deck. I recommend you guys check it out if you haven't seen it yet. Here is the post.
He and Carl Johnson mention Torpor Orb being really good post game one vs. Humans. Depending on your meta, 2 or even 3 sounds decent. Personally I'd run 2 Baby Karn to synergize better with Orb over Big Karn. Any thoughts?
Torpor orb is also pretty narrow, so I think two copies is where we want to be. We don't want to draw the second copy in any given game and we should be fine to draw it turn 3-6 if we are playing spot removal and/or deploying creatures in the field on turns 2, 3, etc.
Carl's maindeck Liberateds with a third in the side is very interesting. I've played quite a bit in the current meta and the card seems too slow of a card, especially making room for the third copy in the side. I find it so hard to take liberated over scion of urza maindeck, they are both extremely powerful but scion of urza is the more playable card with our mana ramp/curve. I also like the possibility of equpping a maindeck collar to the construct tokens, seems like that would steal some game 1's when we would otherwise have run out of creatures. I do like that he cut mind stones for spatial contortion main for extra spot removal. I like his build but I have a hard time seeing why liberated would be better than scion of urza in the meta of that tournament unless the idea was to run hot with tron early. If I were to make a maindeck list right now I would do the exact same as him except swap 2 liberated for 2 SoU and take the wurmcoil to the side for ulamog to have permanent exile effect.
It's cool to see that Todd Stevens had the same thoughts regarding chalice as I had recently. It's left me feeling conflicted on how I would like to configure the deck, on one hand I can think of so many matchups where chalice game 1 (and for all 2/3 games) chalice plays a key role, and Carl just showed that you can have a 13-4 run with 4 chalices main (Ive also had good MODO success with the chalices main as well) at a pretty high level modern tournament. Yet when I construct a full 75 list without having to include chalice, I really like how the maindeck looks because I'm fitting in all of the cards I want and not making any compromises due to lack of room. You'd be able to get 2 Mind Stone, 1 Collar, Wurmcoil and Ulamog maindeck (20 creatures), 2 spatials, and a planeswalker configuration of 2 SoU and 1 liberated which I quite like the look of. That is my ideal maindeck build with every card I would want and the number of copies I'd want, but it is excluding 4 chalice to make room for it all. And I agree with Stevens with his point that if you aren't running chalice maindeck, don't have it in the 75 at all because people are more prepared for it post-board.
So what do you do? Do you keep the chalices in the list because it is shown to still be effective? Do you remove them and focus on beating the decks at the top of tier 1? Right now I cannot make a list with 4 chalices main that makes me totally happy with the other 32 nonlands, Im stuck making compromises in my last couple of card choices.
While this list looks fine, I would like a wurmcoil main, I would like the mind stones, and would like Karn Liberated as a 1-of to see mid-late game. Also, does anyone else sometimes struggle with choosing chalice or 1-drops in some matches post-board? Surgicals are pretty good, relics are pretty good, but against combo decks and control decks they clash with chalice. I lost to KCI once because I had to play chalice on 1 on turn 2, but then couldn't surgical away their myr retriever when the opportunity presented itself the very next turn. Opponent said if I surgicaled right there I would have won the game and match. Would eliminating the chalices and preventing this self-damage post-board be worth it?
Man do I like the look if this 75; both karns maindeck, both mind stone and spatial maindeck, collar and wurmcoil as well. There's no collateral damage with chalice and sideboard cards, which seems really nice. But would this hold up against the decks we previously leaned on chalice heavily for? Lantern, Affinity, Burn, Storm, KCI, Amulet Titan, Living End, GDS, and Bogles are the ones I can think off of the top of my head where chalice on 0, 1, or 2 is really important ASAP. A lot of these are combo decks and tough for us to beat, will they get even worse with no chalice? Damn you Carl for doing so well and making this decision so difficult!
Edit: The more I think about it, the more I can agree with taking out the 2x Hangarback and replacing them with 1x Ugin and 1x Skysovereign. Against humans, and affinity hangarback is not great but still usable, but the boat can do work in both and Ugin obviously as an additional board wipe against humans is good. Against mardu mancer hangarback is decent because they don't have paths, but the matchup is slow and grindy enough where a late game resolved Ugin could be devastating to them. And against Jeskai control I'd rather have ugin for non-creature threat than a hangarback that can get path'd or Teferi'd back into my deck, gaining no value.
I've got a pretty in depth post coming up, I was going to do it tonight but I've decided in competitive spirit to wait until after the tournament this weekend. I ran my list and what do you know, crushed a 5-0 (10-2 in games) competitive league tonight after work.
Round 1: Grixis Shadow 2-1. They won game 1 and I won post-board games, both of them through T1 AND T2 discard, it was insane. I never cast a chalice on 1 a single time in the match. A Hangarback nullified their liliana game 3 when I had a TKS and Endbringer on the board, both of which would have been great targets for her. I'm seeing more and more lists pop up with hangarback excluded entirely from the side and there's sooo many matchups where I bring it in and love to draw it, and that's without regarding the synergy with Scion of Urza.
Round 2: Blue Moon 2-0. I really like these new Blue Moon lists with no madcap or breach+emrakul, super easy to beat with cavern of souls. Its like a jeskai control without paths.
Round 3: Humans 2-0. The pilot of this game must have been pretty new and made some blatant mistakes. Game 1 was almost unwinnable for them however: Turn 3 tron playing double reshaper. They commit heavily going wide with 2 nobles a lieutenant a kitesail and a meddling mage, naming all is dust. I turn 4 ballista + sac sanctum for another ballista, then a reshaper chump reveals a third ballista and they just conceded. Game 2 they made some critical mistakes, they should have won the game. The biggest example was they had a T2 freebooter and had a choice of taking wail or spatial, and definitely should have taken wail to make me use contortion on the 1/2 flyer instead of a future mantis rider, but they chose wrongly and i used wail to get spatial back to hand then 2 turns later used the spatial on a rider and turned the corner. I also got a late game torpor orb and wurmcoil which sealed their fate.
Round 4: Storm 2-1. They got me game 1 but postboard play I had too much spot removal for their creatures. Game two I had a ratchet bomb to blow out 16 golbins (which is often their backup plan when we slow them/kill creatures), and game 3 I sent a past in flames to the GY when they cast gifts and then warping wailed the past in flames to counter it.
Round 5: Storm 2-0. The ******* god draw. HOLY. Game 1: T3 tron with chalice on 2 into T4 ulamog on the play. Cya. Game 2: spatial and dismember in opening hand to kill their first and only two creatures of the game, followed by TKS into TKS, they play 6 gobbos which was pretty decent for them as I'm too scared to give them a draw if they trade with a TKS, and I topdeck my last tron piece to ulamog away two of their lands taking them to 1 land and they concede.
I drew really well but also made some key plays with Buried Ruin and Cavern of souls. I did the Blue Moon player so dirty by making an uncounterable 5/5 ballista and using it to ping their board and jace, they used a lot of resources to save jace at 1 loyalty (they had a spellskite, which it turns out is pretty good against ballista pings), then the following turn I used buried ruin to recast a 4/4 uncounterable ballista and pinged the last loyalty on jace and attacked for lethal a couple turns later. Buried ruin is really good. Scion of Urza did make an appearance against Blue Moon where I ended up with 7 cards in hand on turn 6 with threats on the board, that was insane, and also made an appearance against Grixis Shadow and the token generation went wide enough that I stole a sick game 2 with a line I almost missed but realized at the last second for exactsies involving using endbringer to make a shadow uanble to block for turn, swinging them to 1 and pinging on their upkeep. Storm is a pretty good matchup post-board, but I feel that's only the case when we have 6 copies total of wail and contortion and dismember, shutting them off their creatures and using relic, TKS, chalice, etc. to buy enough turns. They cannot be allowed to stick a creature, and it's also necessary to have ratchet bomb at the ready for goblins, which outside of a god draw for them usually come later in the game giving us more draws to get the ratchet in hand.
Tituba9, I just want to say thank you for your usual detailed analysis and devotion to this deck. I for one always look forward to reading what you have to say. I do of others as well.
Thanks, man. I just love this deck and modern. I'm one of the weird ones that loves playing a deck with zero colors, even my commander deck is Kozilek.
I just had another thought, a way to include BOTH mind stone and warping wail, AND basilisk collar and a spatial contortion maindeck would be to shift chalices to the sideboard. I've always been the first to say chalice should be maindeck because of the power on X=1 early in the game, but chalice is pretty weak at the moment. I feel like we can take game 1 against burn and storm without it thanks to TKS and other interaction/removal, and we are so heavily favored against living end post-board it's practically a bye. Affinity is the other 'chalice' deck and it's hard to plan for chalice on zero game 1 when you're blind. Perhaps its time to bring in the interaction for game 1, and save chalices for when they really shine? I'll play some MODO leagues to try this out over the weekend, but as I'm playing in SCG Minneapolis I need to make a decision within a week. Basically I need to determine whether I'm going to run the standard mind stone and chalice maindeck and hope to run hot in draws and matchups; or to configure the maindeck to win more game 1's, putting myself in the position to be on the play game 3 more often.
Whats the game plan for sideboarding against Humans and Hollow one ?
Humans:
Out: 4x smasher (huge blowout if they phantasmal image it, we also become a control deck hoping to turn the corner after endbringer, dust, wurmcoil, or ballista with collar resolve). 4x chalice as they have cavern of souls and vial. 2x mind stone as we want to be developing our board with creatures or removing one of their creatures on turn 2.
In: spatial Contortion, warping wail, collar, needle naming vial and then canopy for backup, ratchet bomb, hangarback, torpor orb
Hollow:
Out: 4x chalice (they will resolve burning inquiry or looting even if we are on the play, before chalice resolves, they also have a bunch of ancient grudges that can be cast after they self mill it to their GY). 2x dust due to their GY recurrence and hollow one, 1x ulamog because it's slow, 2x ballista as it's not premiere removal for their 2 toughness creatures (outside of bloodghast).
In: 2x wail to counter looting, inquiry, and goblin lore, as well as exile flameblade adept. 3x relic for obvious reasons, 1x surgical because sometimes even on the play T1 relic is too slow. 2x hangar, 1x cage to stop bird and bloodghast shenanigans.
With this configuration I've gone 7-0 in my last 7 matches against the deck on MODO. We have bigger creatures, and they can't beat a wurmcoil or endbringer outside of double bolt. Warping Wail is the mvp as it catches them very off guard when you counter one of their busted sorceries and make them waste their entire turn.
Edit: some general discussion, I've been pretty down on mind stone as I evaluate how cards have performed for me the past couple of weeks. Even though I've had good results, I can think of numerous times where mind stone interfered with another turn two play and felt pretty bad. The modern format is just in a place where using mind stone to ramp out a t3 TKS or t3 or t4 smasher is just too slow for the first play of the game, and even a t3 TKS on the draw can be too slow of interaction. We really need to be doing stuff turn two in modern, and as I look on mtggoldfish at the meta, 14 of the top 20 decks I would want wail in my deck both game 1 and post board. It is removal and interaction I've found the deck is in desperate need of game 1. Sure mind stone helps ramp out our higher costed eldrazi, but I don't think that's where we want to be for an opening play until the meta slows down a step. One could argue that mind stone synegizes with Scion of Urza and that blood moon is prevalent, but I would say with the addition of scion of Urza to the deck we have more than a handful of threats that don't care about blood moon. SoU, ballista, wurmcoil, dismember, chalice, and dust are all playable through it. And we also have 4 maps and 2 wastes to cast our eldrazi, which is a decent number of outs. I ran wails over mind stones for a very long time and only went back to mind stone when blood moon decks became popular a couple of months ago, and with Scion of Urza being an amazing answer to blood moon and damping sphere I feel pretty confident in wails once again for some early game interaction. As I said, a massive amount of decks at the top of the meta have some pretty powerful uses for warping wail, some of which are our weakest matchups in humans, affinity, Titanshift, and to a lesser extent GX tron. It also is pretty important against counters company to exile an early devoted druid to avoid a turn 3 game 1 blowout. Lastly, I've found that burn and storm have become closer to even matchups whereas when I ran 2 wails maindeck i beat these decks with ease much more often. Wail has so many uses against both of these decks, and we are in a much better position against these decks when we win game 1 and get game 3 on the play, than when we lose game 1 and have to win game 3 on the draw.
Just had my first competitive league 5-0 with Baby Karn maindeck....
What's your username online? I've played a few crazy matches against E-Tron with baby Karn lately, maybe one was you.
I think 2 Wastes is definitely defensible right now given that the popular control flavor is now Jeskai due to the MOCS finishes. They only have 1 Field of Ruin compared to UW's 4, which is where we really want the extra basics. 2 GQ seems fine as well as my Gx Tron mirrors have dropped off the map since Damping Sphere was printed. But I've also found the card to be nothing more than a speed bump in many cases.
My username is Wilshire9, I just checked Reddit and we both got published in today's 5-0 list. Damping Sphere has overall not done much against me, the times when it's been powerful against me are against humans, where i really needed eldrazi temple ramp or tron mana to keep up. It seems to be most effective for an aggro deck to play it and hope to race us, but those decks are already favored without the damping sphere. Against hard control decks and midrange decks, it has slowed both players but I won all of the games because I was able to play my threats on curve. Baby Karn is superb against damping sphere just like it is blood moon.
Just had my first competitive league 5-0 with Baby Karn maindeck. The [-2] is doing such serious work post-board when games slow down due to each player slowing the others game plan more (typically). I've been honing in on a list and the one I've currently got in my signature is the one I ran for this league. It feels really nice. Torpor Orb does some work outside of the humans matchup I did not expect. It destroyed a Kiki-Saheeli deck in game 3, and buys us some much needed time against Primetime decks (titanshift and amulet titan). It's also a cheap mana investment to add to karn token anthem, I routinely have 4/4's or larger just all day every day. The clock Karn Tokens puts on is absurd, and it feels broken to create a 4/4 or larger for zero mana with a [-2] if you're also playing the threat you just drew for turn with your mana.
Since Baby Karn came out on MODO Ive played 75 matches for record of 43-32, 57.33%. In that time I had the one 5-0 and five 4-1's, and have made quite some amount of tickets. After the 40 I made from the 5-0 I'm now over 100 tickets in the bank, all from the 75 matches. The deck is performing really well with Baby Karn on MODO, this stretch of matches competes with the deck's performance during it's height (for mysel), when it was battling Grixis Shadow for the top deck in the format. I've only been able to play very little on paper because of the end of the semester, but now it's over and I'll be jamming lots of paper with this list as well.
Oh one more thing, Buried Ruin is the real ******* deal now, SIGNIFICANTLY better than Sea Gate Wreckage and deserves the slot hands down. Walking Ballista is almost always just chilling in the yard for you to use it as board removal or pinging for lethal late game, and it just crazy when you've got like 10-12+ mana really late game, and can be paired with Cavern of Souls to ensure it resolves and saves you from a lethal creature attack or guarantees the ping for lethal doesn't get stopped. It is a bit easier to play a T2 ballista for 1 to ping a birds of paradise or something, when you know in a handful of turns you can replay it much larger thanks to buried ruin. It is so much better to tutor for buried ruin than sea gate wreckage with a lategame topdecked map, especially with Scion of Urza giving us card draw and keeping our hand from being empty. Im empty handed less often than before and even before Baby Karn Sea Gate was so minimally useful. And also think about it's ability to bring back a chalice that was removed, or a relic or some other hate card. Super stoked about this card moving forward, not even close to as narrow as Sea Gate Wreckage and IMO worth trimming down to 3 or 2 ghost quarters, depending what you were at before.
I've been seeing damping sphere, and it's both been underwhelming against me and daggered the opponent, and it's gotten me just as good when the opponent is racing me down and already favored in the matchup (humans). But the builds I've tried with Baby Karn have been performing so well, he really is a perfect threat in this deck. When he slams through a blood moon on turn 4 (or after you've been GQ'd off of tron or eldrazi temples) and takes the game over in 2 turns it just feels so good.
Surgical comes and goes from the side depending on how the meta shifts, it's definitely worth a single slot right now, a great play against Hollow One which is wildly popular on MODO. This is the most singletons Ive ever had in my E tron sideboard and it feels really flexible as a whole. Basilisk Collar is expendable but also decent against multiple tier 1ish decks so I've kept it in for the time being. And once again, it's another anthem for Karn tokens which has been super relevant in post-board games.
Two wastes just doesn't feel to greedy, the only times I feel punished are when I naturally draw them before I start getting path'd or quartered, and of course I've lost games to that but it is so rare to happen twice in the same match that I feel comfortable with 2 wastes if it means I get a second cavern to be able to name wurm or construct with it off of a late expedition map. Ensuring our expensive creatures resolve is so key to hammering the final nails in the coffin of the opponent in matches where counterspells are relevant. Even against storm, getting around remand is key.
Edit 2: 26/75 of the cards in this build are artifacts, I hadn't realized how many of the nonlands are artifacts until just now. Buried Ruin has some serious potential here. As does Baby Karns [-2].
No, I think 2 maindeck is the place to be. There would need to be more artifact synergy for the -2 for us to want to run 3 or 4 copies. There also isn't much room for more than 2 Scion of Urza unless we cut into our creatures or dismember/dust/mind stones, which I wouldn't want to do.
I still feel like the card outperforms Karn Liberated, warping wail, relic, and spatial in the flex slot, it does so much for a card coming down on curve on T4, or later in the game when we are starting to run out of gas. I definitely recommend anyone on the fence to pick up the card as it's going to see lots of standard play and therefore won't be dropping too much in price anytime soon. I can't speak enough to how much SoU takes over a game in just 2-3 turns worth of activations in this deck, whether it be upticking for card advantage or -2 for beat down tokens. I did find that the -2 became quite good for us post-board, because we are often siding in extra artifacts.
Just had a 3-0-1 (ID last round) Saturday tournament with Scion of Urza in paper for the first time. He won at least two games, and really shined against Blue Moon where they played a blood moon turn 3 and I slammed Scion of Urza two turns later. The chalice for 1 slowed down their assembly of the combo, and Scion found me a mind stone to cast eldrazi and then found my a TKS the next uptick.
Edit: My list for the paper event was the same as the MODO events from last night, except I went-1 torpor and +1 cage because in a smaller field I'm kind of banking on not running into humans. There's also plenty of GY/coco decks in my local meta and only one regular humans player. Oh I also has had both dusts main and both hangarback side.
When I look at sideboarding plans it feels even clunkier. Using storm as an example (even though it's not very prevalent atm), chalice on 1 and 2 both do serious work but so do a lot of our 1 and 2 drop sideboard cards. It's not smoothe at all. E tron is the midrange king but I don't think midrange is good right now and chalice alone can't carry the deck.
WG G/W Tron GW
BG G/B Tron GB
GG Mono G Tron GG
RG G/R Tron GR
What kind of list are you running with? Im considering going back to E tron momentarily. I do like Arch over sea gate, seems like a decent swap to me. How do you feel about 23/24 lands, mind stone count, and baby Karn count? I'm also liking 1/1 splits of both wurm and collar in the main/side.
WG G/W Tron GW
BG G/B Tron GB
GG Mono G Tron GG
RG G/R Tron GR
There is no way we are over 50% against Mono G tron. Sure you can steal a match by a chalice on 1, or T2 TKS T3 smasher curve, but over many games/matches they would win 55-60% of the matches at least IMO. They have 3 Thragtusk and 3 TKS often in the board, and 4-5 basic forests, if they land one of their 3 wurmcoils its over.
WG G/W Tron GW
BG G/B Tron GB
GG Mono G Tron GG
RG G/R Tron GR
Totally agree, especially with lists running baby Karn and still running sea gate. Baby Karn gives way more card advantage and makes it so our hand is empty less. Buried Ruin has been doing absolute work for me, and I've needed multiple caverns now more than ever because control is being played a lot and they are attacking our caverns heavily.
WG G/W Tron GW
BG G/B Tron GB
GG Mono G Tron GG
RG G/R Tron GR
4 Walking Ballista
4 Matter Reshaper
4 Thought-Knot Seer
4 Reality Smasher
2 Endbringer
1 Ulamog, the Ceaseless Hunger
Artifacts [8]
2 Mind Stone
4 Expedition Map
1 Basilisk Collar
1 Batterskull
Spells [6]
2 Dismember
2 All Is Dust
2 Spatial Contortion
2 Karn, Scion of Urza
1 Karn Liberated
Lands [24]
4 Urza's Power Plant
4 Urza's Mine
4 Urza's Tower
4 Eldrazi Temple
1 Sanctum of Ugin
1 Buried Ruin
2 Ghost Quarter
2 Cavern of Souls
2 Wastes
2 Hangarback Walker
1 Ratchet Bomb
2 Relic of Progenitus
2 Surgical Extraction
1 Pithing Needle
1 Ugin, the Spirit Dragon
1 Torpor Orb
2 Warping Wail
2 Wurmcoil Engine
1 Crucible of Worlds
For the discussion on mind stone/warping wail/spatial Contortion, I think it comes down to whether you're planning on playing more linearly, less interactive, and hoping the plan of ramp into T3 eldrai happens to line up against the opponent well. We've seen lists running mind stones and zero spot removal outside of dismember top 8 large tournaments and 5-0 leagues within the past month, which IMO means the strategy is viable, however it may be a bit dependant on dodging bad matchups on the way to such a finish. Remember, it still is possible to take game 1 off of humans or druid combo if we have the interaction or an explosive hand even if we are lacking 2 drop spot removal. We just need a little luck.
There have also been lists that have completely removed mind stones in order to use spot removal instead. This approach is trying to interact slightly more early game rather than just ramp out fatties and hope to get there. It's hedging against some of the top decks in the format which are wide and aggressive creature decks. Meddling mage and mantis rider are two creatures I really want spot removal to hit, which is why spatial is being favored over warping wail at this point in time. This configuration top 8'd SCG Minneapolis. If a dude can 13-2 15 rounds of Swiss without mind stone i think that's some pretty solid evidence that mind stones are not critical.
Lastly, some of us have been trying a zero chalice build in order to fit BOTH mind stones and contortions in the main (which also makes room for surgicals in the side), and there have been two different people to 5-0 with that configuration. I think all 3 of three configurations are viable, each one slightly changing certain matchups for better or for worse. If you're trying to hone in on a list for a particular local meta, decide what you want to best and what you're alright with losing some percentage points to. Personally I prefer to have my list setup to play at a large event where anything and everything is expected, which is why my paper deck and MODO deck are usually built the exact same. I really can't say which of these three configurations are better than the others, I think if you get the right matchups and draw well you could crush with any of them. They each make concessions against certain archetypes (or in the case of mind stone risking the deck losing to itself by not producing enough mana).
Running zero chalices has felt pretty smoothe for using my CMC=1 cards, it is sooo nice to not have to factor in chalice when sideboarding. But the burn matchup felt so terrible without chalice. I'm just not sure if we want a previously great matchup to turn so sour. You other guys running no chalice, what other matchups have you felt chalices were really really missed?
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I actually kind of like the decision to go with that card over relic/cage/surgical. Because RB hollow can go off on turn 1, Leyline is a pretty good option since it would go on the field on turn zero. The current GY decks are so fast and degenerate you can sometimes get punished for being on the draw with your relic. His sideboard has zero CMC 1 cards which I think works with chalice well. Leyline is harder to remove with EE (makes it seem really good against KCI) due to its high cmc, and being a non-artifact dodges some sideboard hate.
Drawing extra copies would feel really bad as we can't even cast the card. Also, I've found hollow one and dredge to be quite beatable with relics and cages, outside of the rare occasion when they have a nut hand. Relic is way more playable against Jund and the like, where there is value to be had in trimming their GY each turn. It's pretty common to use 4ish sideboard slots on GY hate, and going with Leylines or 1-drops both seem reasonable, dependingon whether you want relics because they are more widely used, or Leylines to really shut down the few GY aggro decks.
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Thanks! What helped me with learning how to use the decklist and other functions on this forum, was to find a post that had a decklist or whatever I wanted to include in my post, and use the quote button to pop open their post and copy-paste their syntax to use as my framework.
There is a tournament report on /r/spikes from a person that got 1st place at their SCG Regional event, with some really nice discussion on the deck. I recommend you guys check it out if you haven't seen it yet. Here is the post.
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Torpor orb is also pretty narrow, so I think two copies is where we want to be. We don't want to draw the second copy in any given game and we should be fine to draw it turn 3-6 if we are playing spot removal and/or deploying creatures in the field on turns 2, 3, etc.
Carl's maindeck Liberateds with a third in the side is very interesting. I've played quite a bit in the current meta and the card seems too slow of a card, especially making room for the third copy in the side. I find it so hard to take liberated over scion of urza maindeck, they are both extremely powerful but scion of urza is the more playable card with our mana ramp/curve. I also like the possibility of equpping a maindeck collar to the construct tokens, seems like that would steal some game 1's when we would otherwise have run out of creatures. I do like that he cut mind stones for spatial contortion main for extra spot removal. I like his build but I have a hard time seeing why liberated would be better than scion of urza in the meta of that tournament unless the idea was to run hot with tron early. If I were to make a maindeck list right now I would do the exact same as him except swap 2 liberated for 2 SoU and take the wurmcoil to the side for ulamog to have permanent exile effect.
It's cool to see that Todd Stevens had the same thoughts regarding chalice as I had recently. It's left me feeling conflicted on how I would like to configure the deck, on one hand I can think of so many matchups where chalice game 1 (and for all 2/3 games) chalice plays a key role, and Carl just showed that you can have a 13-4 run with 4 chalices main (Ive also had good MODO success with the chalices main as well) at a pretty high level modern tournament. Yet when I construct a full 75 list without having to include chalice, I really like how the maindeck looks because I'm fitting in all of the cards I want and not making any compromises due to lack of room. You'd be able to get 2 Mind Stone, 1 Collar, Wurmcoil and Ulamog maindeck (20 creatures), 2 spatials, and a planeswalker configuration of 2 SoU and 1 liberated which I quite like the look of. That is my ideal maindeck build with every card I would want and the number of copies I'd want, but it is excluding 4 chalice to make room for it all. And I agree with Stevens with his point that if you aren't running chalice maindeck, don't have it in the 75 at all because people are more prepared for it post-board.
So what do you do? Do you keep the chalices in the list because it is shown to still be effective? Do you remove them and focus on beating the decks at the top of tier 1? Right now I cannot make a list with 4 chalices main that makes me totally happy with the other 32 nonlands, Im stuck making compromises in my last couple of card choices.
Deck 1 - With Chalice
4 Walking Ballista
4 Matter Reshaper
4 Thought-Knot Seer
4 Reality Smasher
2 Endbringer
1 Ulamog, the Ceaseless Hunger
Artifacts [9]
1 Basilisk Collar
4 Expedition Map
4 Chalice of the Void
Spells [6]
2 Dismember
2 All Is Dust
2 Spatial Contortion
2 Karn, Scion of Urza
Lands [24]
4 Urza's Power Plant
4 Urza's Mine
4 Urza's Tower
4 Eldrazi Temple
1 Sanctum of Ugin
1 Buried Ruin
2 Ghost Quarter
2 Cavern of Souls
2 Wastes
1 Grafdigger's Cage
2 Hangarback Walker
1 Ratchet Bomb
2 Relic of Progenitus
2 Surgical Extraction
1 Pithing Needle
1 All is Dust
2 Torpor Orb
2 Warping Wail
1 Wurmcoil Engine
While this list looks fine, I would like a wurmcoil main, I would like the mind stones, and would like Karn Liberated as a 1-of to see mid-late game. Also, does anyone else sometimes struggle with choosing chalice or 1-drops in some matches post-board? Surgicals are pretty good, relics are pretty good, but against combo decks and control decks they clash with chalice. I lost to KCI once because I had to play chalice on 1 on turn 2, but then couldn't surgical away their myr retriever when the opportunity presented itself the very next turn. Opponent said if I surgicaled right there I would have won the game and match. Would eliminating the chalices and preventing this self-damage post-board be worth it?
Deck 2 - Without Chalice
4 Walking Ballista
4 Matter Reshaper
4 Thought-Knot Seer
4 Reality Smasher
2 Endbringer
1 Wurmcoil Engine
1 Ulamog, the Ceaseless Hunger
Artifacts [7]
2 Mind Stone
4 Expedition Map
1 Basilisk Collar
Spells [6]
2 Dismember
2 All Is Dust
2 Spatial Contortion
2 Karn, Scion of Urza
1 Karn Liberated
Lands [24]
4 Urza's Power Plant
4 Urza's Mine
4 Urza's Tower
4 Eldrazi Temple
1 Sanctum of Ugin
1 Buried Ruin
2 Ghost Quarter
2 Cavern of Souls
2 Wastes
1 Grafdigger's Cage
2 Hangarback Walker
1 Ratchet Bomb
2 Relic of Progenitus
2 Surgical Extraction
1 Pithing Needle
1 All is Dust
2 Torpor Orb
2 Warping Wail
1 Wurmcoil Engine
Man do I like the look if this 75; both karns maindeck, both mind stone and spatial maindeck, collar and wurmcoil as well. There's no collateral damage with chalice and sideboard cards, which seems really nice. But would this hold up against the decks we previously leaned on chalice heavily for? Lantern, Affinity, Burn, Storm, KCI, Amulet Titan, Living End, GDS, and Bogles are the ones I can think off of the top of my head where chalice on 0, 1, or 2 is really important ASAP. A lot of these are combo decks and tough for us to beat, will they get even worse with no chalice? Damn you Carl for doing so well and making this decision so difficult!
Edit: The more I think about it, the more I can agree with taking out the 2x Hangarback and replacing them with 1x Ugin and 1x Skysovereign. Against humans, and affinity hangarback is not great but still usable, but the boat can do work in both and Ugin obviously as an additional board wipe against humans is good. Against mardu mancer hangarback is decent because they don't have paths, but the matchup is slow and grindy enough where a late game resolved Ugin could be devastating to them. And against Jeskai control I'd rather have ugin for non-creature threat than a hangarback that can get path'd or Teferi'd back into my deck, gaining no value.
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Round 1: Grixis Shadow 2-1. They won game 1 and I won post-board games, both of them through T1 AND T2 discard, it was insane. I never cast a chalice on 1 a single time in the match. A Hangarback nullified their liliana game 3 when I had a TKS and Endbringer on the board, both of which would have been great targets for her. I'm seeing more and more lists pop up with hangarback excluded entirely from the side and there's sooo many matchups where I bring it in and love to draw it, and that's without regarding the synergy with Scion of Urza.
Round 2: Blue Moon 2-0. I really like these new Blue Moon lists with no madcap or breach+emrakul, super easy to beat with cavern of souls. Its like a jeskai control without paths.
Round 3: Humans 2-0. The pilot of this game must have been pretty new and made some blatant mistakes. Game 1 was almost unwinnable for them however: Turn 3 tron playing double reshaper. They commit heavily going wide with 2 nobles a lieutenant a kitesail and a meddling mage, naming all is dust. I turn 4 ballista + sac sanctum for another ballista, then a reshaper chump reveals a third ballista and they just conceded. Game 2 they made some critical mistakes, they should have won the game. The biggest example was they had a T2 freebooter and had a choice of taking wail or spatial, and definitely should have taken wail to make me use contortion on the 1/2 flyer instead of a future mantis rider, but they chose wrongly and i used wail to get spatial back to hand then 2 turns later used the spatial on a rider and turned the corner. I also got a late game torpor orb and wurmcoil which sealed their fate.
Round 4: Storm 2-1. They got me game 1 but postboard play I had too much spot removal for their creatures. Game two I had a ratchet bomb to blow out 16 golbins (which is often their backup plan when we slow them/kill creatures), and game 3 I sent a past in flames to the GY when they cast gifts and then warping wailed the past in flames to counter it.
Round 5: Storm 2-0. The ******* god draw. HOLY. Game 1: T3 tron with chalice on 2 into T4 ulamog on the play. Cya. Game 2: spatial and dismember in opening hand to kill their first and only two creatures of the game, followed by TKS into TKS, they play 6 gobbos which was pretty decent for them as I'm too scared to give them a draw if they trade with a TKS, and I topdeck my last tron piece to ulamog away two of their lands taking them to 1 land and they concede.
I drew really well but also made some key plays with Buried Ruin and Cavern of souls. I did the Blue Moon player so dirty by making an uncounterable 5/5 ballista and using it to ping their board and jace, they used a lot of resources to save jace at 1 loyalty (they had a spellskite, which it turns out is pretty good against ballista pings), then the following turn I used buried ruin to recast a 4/4 uncounterable ballista and pinged the last loyalty on jace and attacked for lethal a couple turns later. Buried ruin is really good. Scion of Urza did make an appearance against Blue Moon where I ended up with 7 cards in hand on turn 6 with threats on the board, that was insane, and also made an appearance against Grixis Shadow and the token generation went wide enough that I stole a sick game 2 with a line I almost missed but realized at the last second for exactsies involving using endbringer to make a shadow uanble to block for turn, swinging them to 1 and pinging on their upkeep. Storm is a pretty good matchup post-board, but I feel that's only the case when we have 6 copies total of wail and contortion and dismember, shutting them off their creatures and using relic, TKS, chalice, etc. to buy enough turns. They cannot be allowed to stick a creature, and it's also necessary to have ratchet bomb at the ready for goblins, which outside of a god draw for them usually come later in the game giving us more draws to get the ratchet in hand.
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Thanks, man. I just love this deck and modern. I'm one of the weird ones that loves playing a deck with zero colors, even my commander deck is Kozilek.
I just had another thought, a way to include BOTH mind stone and warping wail, AND basilisk collar and a spatial contortion maindeck would be to shift chalices to the sideboard. I've always been the first to say chalice should be maindeck because of the power on X=1 early in the game, but chalice is pretty weak at the moment. I feel like we can take game 1 against burn and storm without it thanks to TKS and other interaction/removal, and we are so heavily favored against living end post-board it's practically a bye. Affinity is the other 'chalice' deck and it's hard to plan for chalice on zero game 1 when you're blind. Perhaps its time to bring in the interaction for game 1, and save chalices for when they really shine? I'll play some MODO leagues to try this out over the weekend, but as I'm playing in SCG Minneapolis I need to make a decision within a week. Basically I need to determine whether I'm going to run the standard mind stone and chalice maindeck and hope to run hot in draws and matchups; or to configure the maindeck to win more game 1's, putting myself in the position to be on the play game 3 more often.
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Humans:
Out: 4x smasher (huge blowout if they phantasmal image it, we also become a control deck hoping to turn the corner after endbringer, dust, wurmcoil, or ballista with collar resolve). 4x chalice as they have cavern of souls and vial. 2x mind stone as we want to be developing our board with creatures or removing one of their creatures on turn 2.
In: spatial Contortion, warping wail, collar, needle naming vial and then canopy for backup, ratchet bomb, hangarback, torpor orb
Hollow:
Out: 4x chalice (they will resolve burning inquiry or looting even if we are on the play, before chalice resolves, they also have a bunch of ancient grudges that can be cast after they self mill it to their GY). 2x dust due to their GY recurrence and hollow one, 1x ulamog because it's slow, 2x ballista as it's not premiere removal for their 2 toughness creatures (outside of bloodghast).
In: 2x wail to counter looting, inquiry, and goblin lore, as well as exile flameblade adept. 3x relic for obvious reasons, 1x surgical because sometimes even on the play T1 relic is too slow. 2x hangar, 1x cage to stop bird and bloodghast shenanigans.
With this configuration I've gone 7-0 in my last 7 matches against the deck on MODO. We have bigger creatures, and they can't beat a wurmcoil or endbringer outside of double bolt. Warping Wail is the mvp as it catches them very off guard when you counter one of their busted sorceries and make them waste their entire turn.
Edit: some general discussion, I've been pretty down on mind stone as I evaluate how cards have performed for me the past couple of weeks. Even though I've had good results, I can think of numerous times where mind stone interfered with another turn two play and felt pretty bad. The modern format is just in a place where using mind stone to ramp out a t3 TKS or t3 or t4 smasher is just too slow for the first play of the game, and even a t3 TKS on the draw can be too slow of interaction. We really need to be doing stuff turn two in modern, and as I look on mtggoldfish at the meta, 14 of the top 20 decks I would want wail in my deck both game 1 and post board. It is removal and interaction I've found the deck is in desperate need of game 1. Sure mind stone helps ramp out our higher costed eldrazi, but I don't think that's where we want to be for an opening play until the meta slows down a step. One could argue that mind stone synegizes with Scion of Urza and that blood moon is prevalent, but I would say with the addition of scion of Urza to the deck we have more than a handful of threats that don't care about blood moon. SoU, ballista, wurmcoil, dismember, chalice, and dust are all playable through it. And we also have 4 maps and 2 wastes to cast our eldrazi, which is a decent number of outs. I ran wails over mind stones for a very long time and only went back to mind stone when blood moon decks became popular a couple of months ago, and with Scion of Urza being an amazing answer to blood moon and damping sphere I feel pretty confident in wails once again for some early game interaction. As I said, a massive amount of decks at the top of the meta have some pretty powerful uses for warping wail, some of which are our weakest matchups in humans, affinity, Titanshift, and to a lesser extent GX tron. It also is pretty important against counters company to exile an early devoted druid to avoid a turn 3 game 1 blowout. Lastly, I've found that burn and storm have become closer to even matchups whereas when I ran 2 wails maindeck i beat these decks with ease much more often. Wail has so many uses against both of these decks, and we are in a much better position against these decks when we win game 1 and get game 3 on the play, than when we lose game 1 and have to win game 3 on the draw.
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My username is Wilshire9, I just checked Reddit and we both got published in today's 5-0 list. Damping Sphere has overall not done much against me, the times when it's been powerful against me are against humans, where i really needed eldrazi temple ramp or tron mana to keep up. It seems to be most effective for an aggro deck to play it and hope to race us, but those decks are already favored without the damping sphere. Against hard control decks and midrange decks, it has slowed both players but I won all of the games because I was able to play my threats on curve. Baby Karn is superb against damping sphere just like it is blood moon.
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Since Baby Karn came out on MODO Ive played 75 matches for record of 43-32, 57.33%. In that time I had the one 5-0 and five 4-1's, and have made quite some amount of tickets. After the 40 I made from the 5-0 I'm now over 100 tickets in the bank, all from the 75 matches. The deck is performing really well with Baby Karn on MODO, this stretch of matches competes with the deck's performance during it's height (for mysel), when it was battling Grixis Shadow for the top deck in the format. I've only been able to play very little on paper because of the end of the semester, but now it's over and I'll be jamming lots of paper with this list as well.
Oh one more thing, Buried Ruin is the real ******* deal now, SIGNIFICANTLY better than Sea Gate Wreckage and deserves the slot hands down. Walking Ballista is almost always just chilling in the yard for you to use it as board removal or pinging for lethal late game, and it just crazy when you've got like 10-12+ mana really late game, and can be paired with Cavern of Souls to ensure it resolves and saves you from a lethal creature attack or guarantees the ping for lethal doesn't get stopped. It is a bit easier to play a T2 ballista for 1 to ping a birds of paradise or something, when you know in a handful of turns you can replay it much larger thanks to buried ruin. It is so much better to tutor for buried ruin than sea gate wreckage with a lategame topdecked map, especially with Scion of Urza giving us card draw and keeping our hand from being empty. Im empty handed less often than before and even before Baby Karn Sea Gate was so minimally useful. And also think about it's ability to bring back a chalice that was removed, or a relic or some other hate card. Super stoked about this card moving forward, not even close to as narrow as Sea Gate Wreckage and IMO worth trimming down to 3 or 2 ghost quarters, depending what you were at before.
I've been seeing damping sphere, and it's both been underwhelming against me and daggered the opponent, and it's gotten me just as good when the opponent is racing me down and already favored in the matchup (humans). But the builds I've tried with Baby Karn have been performing so well, he really is a perfect threat in this deck. When he slams through a blood moon on turn 4 (or after you've been GQ'd off of tron or eldrazi temples) and takes the game over in 2 turns it just feels so good.
Edit: List -
4 Walking Ballista
4 Matter Reshaper
4 Thought-Knot Seer
4 Reality Smasher
2 Endbringer
1 Wurmcoil Engine
1 Ulamog, the Ceaseless Hunger
Artifacts [10]
2 Mind Stone
4 Expedition Map
4 Chalice of the Void
Spells [4]
2 Dismember
2 All Is Dust
2 Karn, Scion of Urza
Lands [24]
4 Urza's Power Plant
4 Urza's Mine
4 Urza's Tower
4 Eldrazi Temple
1 Sanctum of Ugin
2 Ghost Quarter
2 Cavern of Souls
1 Buried Ruin
2 Wastes
1 Basilisk Collar
1 Grafdigger's Cage
2 Hangarback Walker
2 Ratchet Bomb
3 Relic of Progenitus
1 Spatial Contortion
1 Pithing Needle
1 Torpor Orb
1 Surgical Extraction
2 Warping Wail
Surgical comes and goes from the side depending on how the meta shifts, it's definitely worth a single slot right now, a great play against Hollow One which is wildly popular on MODO. This is the most singletons Ive ever had in my E tron sideboard and it feels really flexible as a whole. Basilisk Collar is expendable but also decent against multiple tier 1ish decks so I've kept it in for the time being. And once again, it's another anthem for Karn tokens which has been super relevant in post-board games.
Two wastes just doesn't feel to greedy, the only times I feel punished are when I naturally draw them before I start getting path'd or quartered, and of course I've lost games to that but it is so rare to happen twice in the same match that I feel comfortable with 2 wastes if it means I get a second cavern to be able to name wurm or construct with it off of a late expedition map. Ensuring our expensive creatures resolve is so key to hammering the final nails in the coffin of the opponent in matches where counterspells are relevant. Even against storm, getting around remand is key.
Edit 2: 26/75 of the cards in this build are artifacts, I hadn't realized how many of the nonlands are artifacts until just now. Buried Ruin has some serious potential here. As does Baby Karns [-2].
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No, I think 2 maindeck is the place to be. There would need to be more artifact synergy for the -2 for us to want to run 3 or 4 copies. There also isn't much room for more than 2 Scion of Urza unless we cut into our creatures or dismember/dust/mind stones, which I wouldn't want to do.
I still feel like the card outperforms Karn Liberated, warping wail, relic, and spatial in the flex slot, it does so much for a card coming down on curve on T4, or later in the game when we are starting to run out of gas. I definitely recommend anyone on the fence to pick up the card as it's going to see lots of standard play and therefore won't be dropping too much in price anytime soon. I can't speak enough to how much SoU takes over a game in just 2-3 turns worth of activations in this deck, whether it be upticking for card advantage or -2 for beat down tokens. I did find that the -2 became quite good for us post-board, because we are often siding in extra artifacts.
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Edit: My list for the paper event was the same as the MODO events from last night, except I went-1 torpor and +1 cage because in a smaller field I'm kind of banking on not running into humans. There's also plenty of GY/coco decks in my local meta and only one regular humans player. Oh I also has had both dusts main and both hangarback side.
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