For anyone that cares, I went 6-2-1 at the modern Gp in San Diego with this the same list from the other U tron thread.
R1 I play against Junk and we end up drawing in G3. There was a pretty serious stalemate on the board and no one could break through in time but PTE did a ton of work for him here. We got to a point where all my islands were in play and i couldnt search for anything any more.
R2 vs Junk 2-1. I end up mindslavering him G1 with a liliana on 6 counters and he scoops. I dont remember G2 but G3 was never close. PTE and stony silence were good cards for him here as well.
R3 UWR midrange 2-1 Sundering titan does serious work all day every day here but I still lose a game to a T4 sowing salt when i have no answer to it. PTE amazing against me in the game that I lose when paired with SCM. I think this is the match where I mindslaver locked my opponent which was sweet.
R4 Affinity 1-2 He crushes m on t3 with what was not even a nut draw. Admittedly I kept a slow hand not knowing what he was on. G2 I mull aggressively into a double repeal and condescend which draw me into o stone and hurkyll's recall. O stone wipes the board, when he recovers, i recall 3 lands and some minor junk to his hand with a wurmcoil on board. He never comes back from it. G3 I mull to 5 and he crushes me with a T2 and T3 cranial plating.
R5 4 Color Loam control 2-0 G1 I out counter him and wurmcoil crushes everything he has. T2 a lucky relic of progenitus singleton pops his GY with a life from the loam in there. Next turn I play wurmcoil and get ahead. The games never feel close.
R6 UWR control 1-2 G1 was pretty uneventful and i just controlled the game with counters. G2 he taps out t4 for a sowing salt which i happily counter. T5 he casts a second sowing salt which ends up being back breaking as I can't muster anything relevant with a bunch of bombs in my hand. G3 I get stuck on three lands with a bunch of counters and treasure mages. We start getting to t5 or t6 and i'm still on 3 lands and missing land drops and make the stupid decision that i'd rather start playing treasure mages to apply pressure. He hasn't cast anything relevant at all up to that point but i ignore it without thinking about how i can lose the game.. I resolve a treasure mage, he untaps and sowing salts one of my tron pieces. I draw one more land for the next 4ish turns while he sits on a grip load of counters and beats me down with resto angel, colonnade and bolts. GG.. In retrospect even though i was missing land drops here and was way behind, i should have never tapped out and should have just discarded cards at EOT. If I hit land, i'm suddenly on par with where he was but playing treasure mages wasn't a significant swing to ignore getting blown out by sowing salts. Which is what happened. This is the game I could have still won had I just played tighter.
R7 BUG 2-0 Not sure if he was playing delver but wurmcoil did a ridiculous amount of work in these games and I still won a game where he had double bob and drawing a billion cards a turn.
R8 scapeshift 2-0 Sundering titan won both games here. We both played draw go while making land drops. He ramped but once i assembled tron with multiple counter backup, sundering titan completely swung the game in my favor both times.
R9 UWR Control 2-0 G1 he kept a super loose hand and G2 I just assembled tron quickly with multiple counters and threats and he never got off the ground.
All in all I can't really make excuses but i know i misplayed horribly in the UWR match and the semi slow play in the first round probably cost me Day2. Either way I still think this deck is extremely solid, the hate for it is not that relevant.
I did side out talismans all day against white decks and bring in my extra tec edge instead. Losing a blue source was not great but there were multiple instances in games 2 and 3 where they would resolve a stony silence and shutdown my talismans. I think one of these can probably be an island or something else more relevant. Also another hurkyll's recall in the side would be really nice against affinity.
I recommend putting a bunch of time into this deck if you want to play it at any large events.. It doesnt really play itself but is pretty powerful and has multiple angles of attack.
Sorry about that. Looks like you played well, though. Piloting this kind of deck for 9 rounds is hard. I also don't think you misplayed, you just took a decision based on a poor board state and I ended up losing, but you couldn't foresee your next draws anyway. Decisions has to be made in situations like that.
Silent Arbiter is definitely something to try. Theoretically it can be too slow to have real impact, but if you manage to Remand/Repeal something and then play this T3/T4, it can be good.
I don't see how it's slow and O-stone isn't. Or even ratchet bomb. Ratchet for 1 will explode on turn 3 while taking mana on turn 2. Arbiter can also come down on turn 3 if you have a meddalion and worst case let's you free to counter/bounce on turns 2 and 3.
4 is too much tough, I'm using a singleton maindeck in place of O-stone (a card that makes no sense since it doesnt help the bad matchups - it's there because it's cool and expansive), especially because it collides with sad-robots. I have a second on SB.
About removal... path is going to hurt sooner or later, and bolt can't kill the arbiter without an attacker (so he's a time walk that will eat a bolt).
I don't see how it's slow and O-stone isn't. Or even ratchet bomb. Ratchet for 1 will explode on turn 3 while taking mana on turn 2. Arbiter can also come down on turn 3 if you have a meddalion and worst case let's you free to counter/bounce on turns 2 and 3.
4 is too much tough, I'm using a singleton maindeck in place of O-stone (a card that makes no sense since it doesnt help the bad matchups - it's there because it's cool and expansive), especially because it collides with sad-robots. I have a second on SB.
About removal... path is going to hurt sooner or later, and bolt can't kill the arbiter without an attacker (so he's a time walk that will eat a bolt).
Is Arbiter even that good against affinity once they get Ravager out? Especially if they get an Inkmoth...
I haven't seen that much affinity, I'm more concerned with RG.
Also, I run a total 3 ratchet bombs between main and SB, because that is a more adequate answer to affinity. Apart from that and Hurkyll's Recall's (really narrow) I'm not sure what you can do against affinity.
On another matter, I find it weird that Forbidden Alchemy has not been mentioned in any comments on this thread and the other one. Impulse for one more mana with a flashback that is possible with tron and a talisman. It digs really deep, should help a lot assembling tron.
I don't see how it's slow and O-stone isn't. Or even ratchet bomb. Ratchet for 1 will explode on turn 3 while taking mana on turn 2. Arbiter can also come down on turn 3 if you have a meddalion and worst case let's you free to counter/bounce on turns 2 and 3.
4 is too much tough, I'm using a singleton maindeck in place of O-stone (a card that makes no sense since it doesnt help the bad matchups - it's there because it's cool and expansive), especially because it collides with sad-robots. I have a second on SB.
About removal... path is going to hurt sooner or later, and bolt can't kill the arbiter without an attacker (so he's a time walk that will eat a bolt).
That's why I wrote the "theoretically" :). I would probably replace Solemn with it, that's why I think 3/4 would be playable. If you're facing a really aggressive deck you want the SB hate to come down as early as possible, imho.
On Forbidden Alchemy, I think the deal is that Tron plays a lot a potentially dead cards, like Expedition Maps or Repeal, so actually drawing cards and being able to discard others is good - see Thirst for Knowledge. On another thread someone was saying that Telling Time would be better because of mana cost and you see the same number of cards but, in the end, you really want to draw these cards. One card I would consider playing as a 1 or 2-of, based on the fact that old Blue based Tron played Tidings, is Careful Consideration.
Culling Scales is too slow to help with our worst matchups. Had it vs Burn and RG and it did next to nothing. It helps a lot vs slower creature-based decks like D&T, but that's not what I want in these slots. The other good thing is that it's one of our few ways to deal with Stony Silence.
Tolaria West is also too slow vs anything that's not UW/R Control that just does nothing for up to 10 turns. With Talismans, Mages, Solemn, Maps and win cons I'm rarely willing to tap 1UU on my main phase to get a Tron piece.
Whats with Temporal Mastery in this deck? It can be hardcast, which can genrate sick situations with Wurmcoil and the early Miracle gives us an extralanddrop like Solemn does. Sure there is Remand in the format, but the same can be said to Solemn. On it's worst its TfK-Fodder, but I am testing and liking it so far.
Don't mean to sound harsh - and sorry if it sounds like that - but what are you trying to accomplish with it? One more turn to do what? If Wurmcoil or another big beater is already on board (or you need just one more turn to cast one) I guess it's okay, but what does it accomplishes to build up the big win during the early game? Also, what did you cut to make room for it?
I'm always very careful with "Tron can hardcast it" because, yes, once you have an insane amount of mana you can cast awesome costly cards, but the most important part of the game plan is actually stabilizing prior to that.
Hello everyone. I'm sorry for my english but it is not my native language.
I'm new to modern and I really enjoy the streaming on this deck so I bought the cards I miss to complete the deck.
Sideboarding strategy is my main problem and I don't often understand the in/out of the streamers.
The general conclusions I had after watching streams are:
- out sundering titan against mono colored decks.
- out talisman against white deck (we don't really need ramp and it is dead in case of stony silence).
- out remand against aggro decks (RG gruul, affinity, infect).
- out repeal against others tron decks and control decks with few permanents.
- in dismember against infect and maybe affinity (but 4 damages are huge against affinity, no?)
- in ratchet bomb against aggro decks (RG gruul, affinity, infect)
- in wurmcoil against aggro decks.
- in spellskite against burn, splinter twin, infect.
- in spell pierce / negate against Tron, WUR, burn and combo such as scapeshift.
- in pithing needle and trickbind against Pod.
I have a few questions:
- Am I right on my conclusions above?
- Against which others decks do you side in Trickbind/squelch and pithing needle?
- Is there any deck where we cut on condescend?
- Except Wurmcoil, what is good to side in against JUND?
- Against which decks do you side out Platinum Angel?
- why did people side out repeal against WUR Geist? Repealing stony silence or an angel from Geist seems good.
- Against which others decks do you side in Trickbind/squelch and pithing needle?
Needle is good vs decks with Planeswalkers (Jund, RG Tron, A-Jund-i etc) and the mirror match, among others (like anything that depends on equipments, like the Blistercoil deck).
Squelch can also be used vs decks with lots of fechlands to gain a big tempo advantage.
- Is there any deck where we cut on condescend?
Sometimes I side out 1 or 2 Condescend, usually after I replaced Remand and/or am bringing in more efficient counters for that MU, like Negate, Flashfreeze, Dispel or Spell Pierce.
- Except Wurmcoil, what is good to side in against JUND?
Pithing Needle for Liliana. Ratchet Bomb is a option to kill Bobs and Goyfs. Squelch is ok to nerf fetches, counter DRS's first ability (also gaining tempo) and Liliana activations.
- Against which decks do you side out Platinum Angel?
Decks with Path to Exile and/or heavy artifact removal.
- why did people side out repeal against WUR Geist? Repealing stony silence or an angel from Geist seems good.
Repeal is the only way out of Stony Silence, but sometimes you have better options. Spellskite can blank a lot of their burn, Ratched Bomb deals with Geist etc.
I had wrote a big post and my session expired, nice! Let's try again.
I decided to test some of the things suggested here instead of just theorize about them.
First experiment, replacing Remand with Mana Leak. Played three matches and went undefeated (Soul Sisters, UWR Geist and mirror). I like it. Sure, Remand's "time walk" have won me some games and the ability to Remand my own spells to fizzle an opponent's counter is awesome, but as some people said, this isn't a tempo deck (you get a turn to... probably drop a land and do nothing, instead of applying pressure like a tempo deck does). I'll keep Mana Leak in and play more.
I'm also really liking Negate in the SB. It was awesome in the mirror match.
On another topic, Living End seems to be making a strong comeback on MTGO. I'm not familiar with the deck (aside from knowing what the "combo" is). If anyone has experience with it and can share some tips on how to play the MU and sideboard for it, it would be greatly appreciated.
Mono U Vs Living End, you counter their LD and need to save Remand for the namesake spell, similar they have trouble hardcasting Living End and may try to get you with Violent Outburst EOT followed by another Outburst
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Modern:
Paper: WUR Waffle Control, RG and U Tron
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Squelch can also be used vs decks with lots of fechlands to gain a big tempo advantage.
- Except Wurmcoil, what is good to side in against JUND?
Pithing Needle for Liliana. Ratchet Bomb is a option to kill Bobs and Goyfs.
Squelch is ok to nerf fetches, counter DRS's first ability (also gaining tempo) and Liliana activations.
Repeal is the only way out of Stony Silence, but sometimes you have better options. Spellskite can blank a lot of their burn, Ratched Bomb deals with Geist etc.
Thanks for the quick reply.
I'm aware of the tempo gain but I don't really see decks where we have enough dead cards to side in squelch just for fetchlands.
What do you side out against JUND? Remand and?
Spellskite and ratchet bomb are dead cards if they resolve stony silence, that's why I don't understand why siding out Repeal is a good option. All white decks plays 2 stony silence or more and we side out our only card to deal with a resolved stony silence to bring in cards that do nothing if it resolves.
I'm also a fan of Negate instead of Spell Pierce. This was my first change when I gathered every cards. Except stony silence on the draw, I don't see a lot of cards we want to counter on turn1. Negate is an hard counter and is never dead contrary to Spell Pierce.
On Jund: Platinum Angel isn't good vs them. If you have a Wurmcoil on the SB, side it in replacing the Angel. You can also bring in Pithing Needle replacing some Remands, but Remand is good in this MU anyway. If you have Squelch, I can easily see -4 Remand, +4 Squelch - use it on an early fetch vs 3 color decks and you'll see how good it is (I even maindecked 4 Squelch replacing Remand and it was awesome in these MUs).
The thing about Stony Silence is that you shouldn't be too scared. Most decks have 2 or 3 and, yes, if they cast it on T2 we're kinda screwed (although I won many games like that), but if you stop playing good cards because of it, you're harming yourself. Anyway, I tend to keep at least 2 Repeal vs Geist. It deals with Stony Silence and Angel tokens.
kyo.naganawa (4-0)
Modern Daily #5163710 on 03/15/2013
8 Island
1 Tectonic Edge
1 Tolaria West
4 Urza's Mine
4 Urza's Power Plant
4 Urza's Tower
3 Solemn Simulacrum
1 Spellskite
1 Steel Hellkite
1 Sundering Titan
3 Treasure Mage
2 Wurmcoil Engine
4 Expedition Map
2 Mana Leak
1 Mindslaver
2 Oblivion Stone
1 Ratchet Bomb
2 Remand
3 Repeal
1 Spell Burst
2 Talisman of Dominance
4 Thirst for Knowledge
1 Chalice of the Void
2 Dismember
1 Ghost Quarter
1 Hurkyl's Recall
2 Negate
1 Platinum Angel
2 Relic of Progenitus
1 Spellskite
2 Squelch
1 Tectonic Edge
1 Torpor Orb
Edward Pfender
5th Place - Pennsylvania - Oakmont - 3/9 (PTQ)
8 Island
1 Oboro, Palace in the Clouds
1 Tectonic Edge
4 Urza's Mine
4 Urza's Power Plant
4 Urza's Tower
1 Platinum Angel
3 Solemn Simulacrum
1 Sundering Titan
4 Treasure Mage
2 Wurmcoil Engine
4 Expedition Map
1 Mindslaver
2 Oblivion Stone
4 Remand
3 Repeal
1 Spell Burst
3 Talisman of Progress
4 Thirst for Knowledge
1 Dismember
2 Grafdigger's Cage
2 Hurkyl's Recall
1 Mindslaver
1 Myr Battlesphere
1 Oblivion Stone
2 Pithing Needle
2 Spell Pierce
2 Spellskite
1 Trinket Mage
Patrick Pichette
2nd Place - Quebec - Quebec City - 3/9 (PTQ)
9 Island
1 Tectonic Edge
4 Urza's Mine
4 Urza's Power Plant
4 Urza's Tower
1 Platinum Angel
3 Solemn Simulacrum
1 Sundering Titan
4 Treasure Mage
2 Wurmcoil Engine
4 Expedition Map
2 Mindslaver
1 Oblivion Stone
4 Remand
3 Repeal
1 Spell Burst
3 Talisman of Progress
4 Thirst for Knowledge
3 Dismember
2 Pithing Needle
3 Relic of Progenitus
3 Spell Pierce
2 Spellskite
1 Trickbind
1 Trinket Mage
Christopher Schafer
5th Place - Washington - Spokane - 3/3 (PTQ)
9 Island
1 Tectonic Edge
4 Urza's Mine
4 Urza's Power Plant
4 Urza's Tower
1 Platinum Angel
3 Solemn Simulacrum
4 Treasure Mage
2 Wurmcoil Engine
4 Expedition Map
2 Mindslaver
1 Oblivion Stone
4 Remand
4 Repeal
1 Spell Burst
3 Talisman of Dominance
4 Thirst for Knowledge
2 Dismember
1 Echoing Truth
2 Ratchet Bomb
2 Relic of Progenitus
3 Spell Pierce
1 Spellskite
4 Squelch
R1 I play against Junk and we end up drawing in G3. There was a pretty serious stalemate on the board and no one could break through in time but PTE did a ton of work for him here. We got to a point where all my islands were in play and i couldnt search for anything any more.
R2 vs Junk 2-1. I end up mindslavering him G1 with a liliana on 6 counters and he scoops. I dont remember G2 but G3 was never close. PTE and stony silence were good cards for him here as well.
R3 UWR midrange 2-1 Sundering titan does serious work all day every day here but I still lose a game to a T4 sowing salt when i have no answer to it. PTE amazing against me in the game that I lose when paired with SCM. I think this is the match where I mindslaver locked my opponent which was sweet.
R4 Affinity 1-2 He crushes m on t3 with what was not even a nut draw. Admittedly I kept a slow hand not knowing what he was on. G2 I mull aggressively into a double repeal and condescend which draw me into o stone and hurkyll's recall. O stone wipes the board, when he recovers, i recall 3 lands and some minor junk to his hand with a wurmcoil on board. He never comes back from it. G3 I mull to 5 and he crushes me with a T2 and T3 cranial plating.
R5 4 Color Loam control 2-0 G1 I out counter him and wurmcoil crushes everything he has. T2 a lucky relic of progenitus singleton pops his GY with a life from the loam in there. Next turn I play wurmcoil and get ahead. The games never feel close.
R6 UWR control 1-2 G1 was pretty uneventful and i just controlled the game with counters. G2 he taps out t4 for a sowing salt which i happily counter. T5 he casts a second sowing salt which ends up being back breaking as I can't muster anything relevant with a bunch of bombs in my hand. G3 I get stuck on three lands with a bunch of counters and treasure mages. We start getting to t5 or t6 and i'm still on 3 lands and missing land drops and make the stupid decision that i'd rather start playing treasure mages to apply pressure. He hasn't cast anything relevant at all up to that point but i ignore it without thinking about how i can lose the game.. I resolve a treasure mage, he untaps and sowing salts one of my tron pieces. I draw one more land for the next 4ish turns while he sits on a grip load of counters and beats me down with resto angel, colonnade and bolts. GG.. In retrospect even though i was missing land drops here and was way behind, i should have never tapped out and should have just discarded cards at EOT. If I hit land, i'm suddenly on par with where he was but playing treasure mages wasn't a significant swing to ignore getting blown out by sowing salts. Which is what happened. This is the game I could have still won had I just played tighter.
R7 BUG 2-0 Not sure if he was playing delver but wurmcoil did a ridiculous amount of work in these games and I still won a game where he had double bob and drawing a billion cards a turn.
R8 scapeshift 2-0 Sundering titan won both games here. We both played draw go while making land drops. He ramped but once i assembled tron with multiple counter backup, sundering titan completely swung the game in my favor both times.
R9 UWR Control 2-0 G1 he kept a super loose hand and G2 I just assembled tron quickly with multiple counters and threats and he never got off the ground.
All in all I can't really make excuses but i know i misplayed horribly in the UWR match and the semi slow play in the first round probably cost me Day2. Either way I still think this deck is extremely solid, the hate for it is not that relevant.
I did side out talismans all day against white decks and bring in my extra tec edge instead. Losing a blue source was not great but there were multiple instances in games 2 and 3 where they would resolve a stony silence and shutdown my talismans. I think one of these can probably be an island or something else more relevant. Also another hurkyll's recall in the side would be really nice against affinity.
I recommend putting a bunch of time into this deck if you want to play it at any large events.. It doesnt really play itself but is pretty powerful and has multiple angles of attack.
I don't see how it's slow and O-stone isn't. Or even ratchet bomb. Ratchet for 1 will explode on turn 3 while taking mana on turn 2. Arbiter can also come down on turn 3 if you have a meddalion and worst case let's you free to counter/bounce on turns 2 and 3.
4 is too much tough, I'm using a singleton maindeck in place of O-stone (a card that makes no sense since it doesnt help the bad matchups - it's there because it's cool and expansive), especially because it collides with sad-robots. I have a second on SB.
About removal... path is going to hurt sooner or later, and bolt can't kill the arbiter without an attacker (so he's a time walk that will eat a bolt).
Is Arbiter even that good against affinity once they get Ravager out? Especially if they get an Inkmoth...
GX Tron XG
UR Phoenix RU
GG Freyalise High Tide GG
UR Parun Counterspells RU
BB Yawgmoth Token Storm BB
WB Pestilence BW
Also, I run a total 3 ratchet bombs between main and SB, because that is a more adequate answer to affinity. Apart from that and Hurkyll's Recall's (really narrow) I'm not sure what you can do against affinity.
On another matter, I find it weird that Forbidden Alchemy has not been mentioned in any comments on this thread and the other one. Impulse for one more mana with a flashback that is possible with tron and a talisman. It digs really deep, should help a lot assembling tron.
I'll consider replacing a mage for one of those.
That's why I wrote the "theoretically" :). I would probably replace Solemn with it, that's why I think 3/4 would be playable. If you're facing a really aggressive deck you want the SB hate to come down as early as possible, imho.
On Forbidden Alchemy, I think the deal is that Tron plays a lot a potentially dead cards, like Expedition Maps or Repeal, so actually drawing cards and being able to discard others is good - see Thirst for Knowledge. On another thread someone was saying that Telling Time would be better because of mana cost and you see the same number of cards but, in the end, you really want to draw these cards. One card I would consider playing as a 1 or 2-of, based on the fact that old Blue based Tron played Tidings, is Careful Consideration.
Culling Scales is too slow to help with our worst matchups. Had it vs Burn and RG and it did next to nothing. It helps a lot vs slower creature-based decks like D&T, but that's not what I want in these slots. The other good thing is that it's one of our few ways to deal with Stony Silence.
Tolaria West is also too slow vs anything that's not UW/R Control that just does nothing for up to 10 turns. With Talismans, Mages, Solemn, Maps and win cons I'm rarely willing to tap 1UU on my main phase to get a Tron piece.
Dreadship Reef is in. It's very good.
I'm always very careful with "Tron can hardcast it" because, yes, once you have an insane amount of mana you can cast awesome costly cards, but the most important part of the game plan is actually stabilizing prior to that.
Let me know if I missed something.
He faced Soul Sisters, MonoU Tron, UWR Geist and UW Tron (Gerry Thompson's build from GP SD).
Platinum Angel, Chalice of the Voild and Negate were really good.
I'm new to modern and I really enjoy the streaming on this deck so I bought the cards I miss to complete the deck.
Sideboarding strategy is my main problem and I don't often understand the in/out of the streamers.
The general conclusions I had after watching streams are:
- out sundering titan against mono colored decks.
- out talisman against white deck (we don't really need ramp and it is dead in case of stony silence).
- out remand against aggro decks (RG gruul, affinity, infect).
- out repeal against others tron decks and control decks with few permanents.
- in dismember against infect and maybe affinity (but 4 damages are huge against affinity, no?)
- in ratchet bomb against aggro decks (RG gruul, affinity, infect)
- in wurmcoil against aggro decks.
- in spellskite against burn, splinter twin, infect.
- in spell pierce / negate against Tron, WUR, burn and combo such as scapeshift.
- in pithing needle and trickbind against Pod.
I have a few questions:
- Am I right on my conclusions above?
- Against which others decks do you side in Trickbind/squelch and pithing needle?
- Is there any deck where we cut on condescend?
- Except Wurmcoil, what is good to side in against JUND?
- Against which decks do you side out Platinum Angel?
- why did people side out repeal against WUR Geist? Repealing stony silence or an angel from Geist seems good.
Regards
Nicolas
You conclusions are spot on.
About your questions:
- Against which others decks do you side in Trickbind/squelch and pithing needle?
Needle is good vs decks with Planeswalkers (Jund, RG Tron, A-Jund-i etc) and the mirror match, among others (like anything that depends on equipments, like the Blistercoil deck).
Squelch can also be used vs decks with lots of fechlands to gain a big tempo advantage.
- Is there any deck where we cut on condescend?
Sometimes I side out 1 or 2 Condescend, usually after I replaced Remand and/or am bringing in more efficient counters for that MU, like Negate, Flashfreeze, Dispel or Spell Pierce.
- Except Wurmcoil, what is good to side in against JUND?
Pithing Needle for Liliana. Ratchet Bomb is a option to kill Bobs and Goyfs. Squelch is ok to nerf fetches, counter DRS's first ability (also gaining tempo) and Liliana activations.
- Against which decks do you side out Platinum Angel?
Decks with Path to Exile and/or heavy artifact removal.
- why did people side out repeal against WUR Geist? Repealing stony silence or an angel from Geist seems good.
Repeal is the only way out of Stony Silence, but sometimes you have better options. Spellskite can blank a lot of their burn, Ratched Bomb deals with Geist etc.
I decided to test some of the things suggested here instead of just theorize about them.
First experiment, replacing Remand with Mana Leak. Played three matches and went undefeated (Soul Sisters, UWR Geist and mirror). I like it. Sure, Remand's "time walk" have won me some games and the ability to Remand my own spells to fizzle an opponent's counter is awesome, but as some people said, this isn't a tempo deck (you get a turn to... probably drop a land and do nothing, instead of applying pressure like a tempo deck does). I'll keep Mana Leak in and play more.
I'm also really liking Negate in the SB. It was awesome in the mirror match.
On another topic, Living End seems to be making a strong comeback on MTGO. I'm not familiar with the deck (aside from knowing what the "combo" is). If anyone has experience with it and can share some tips on how to play the MU and sideboard for it, it would be greatly appreciated.
Paper: WUR Waffle Control, RG and U Tron
MTGO: U Tron, BRG Living End, B Infect
Testing Modern on MTGO and helping to craft decks on a Budget
I stream!
Hermit Druid Combo:
Thanks for the quick reply.
I'm aware of the tempo gain but I don't really see decks where we have enough dead cards to side in squelch just for fetchlands.
What do you side out against JUND? Remand and?
Spellskite and ratchet bomb are dead cards if they resolve stony silence, that's why I don't understand why siding out Repeal is a good option. All white decks plays 2 stony silence or more and we side out our only card to deal with a resolved stony silence to bring in cards that do nothing if it resolves.
I'm also a fan of Negate instead of Spell Pierce. This was my first change when I gathered every cards. Except stony silence on the draw, I don't see a lot of cards we want to counter on turn1. Negate is an hard counter and is never dead contrary to Spell Pierce.
The thing about Stony Silence is that you shouldn't be too scared. Most decks have 2 or 3 and, yes, if they cast it on T2 we're kinda screwed (although I won many games like that), but if you stop playing good cards because of it, you're harming yourself. Anyway, I tend to keep at least 2 Repeal vs Geist. It deals with Stony Silence and Angel tokens.
My current list:
U-TRON:
9 Island
4 Urza's Tower
4 Urza's Mine
4 Urza's Power Plant
1 Tectonic Edge
1 Academy Ruins
4 Expedition Map
3 Solemn Simulacrum
3 Talisman of Dominance
2 Oblivion Stone
2 Wurmcoil Engine
1 Platinum Angel
1 Sundering Titan
1 Mindslaver
1 Spell Burst
3 Repeal
4 Condescend
4 Remand
4 Thirst for Knowledge
4 Treasure Mage
SIDEBOARD:
2 Pithing Needle
2 Spellskite
2 Ratchet Bomb
1 Wurmcoil Engine
3 Dismember
3 Negate
2 Trickbind (don't have squelch)
WUR GEIST:
+3 Negate -3 Talisman +2 Spellskite -1 Solemn -1 Repeal +1 Wurmcoil -1 Platinum
JUND :
-4 Remand -1 Angel +2 Needle +2 Ratchet +1 Wurmcoil
POD :
-1 Angel -1 Mage -1 Solemn -1 Repeal +2 Needle +2 Trickbind
ZOO :
+2 Spellskite +2 Ratchet +1 Wurmcoil -4 Remand -1 Thirst
SPLINTER TWIN:
+2 Spellskite +3 Negate -1 Mage -1 Repeal -2 Stone -1 Burst
UW MIDRANGE:
+2 Spellskite +1 Wurcoil -3 Talisman
SCAPESHIFT:
-2 Stone -3 Repeal +3 Negate +2 Trickbind (for fetch)
AFFINITY:
+2 Spellskite +2 Ratchet +3 Dismember +1 Wurmcoil -4 Remand -1 Platinum -1 Titan -2 Condescend
BURN:
+2 Spellskite +1 Wurmcoil +3 Negate -4 Remand -1 Titan -1 Repeal
INFECT:
+2 Spellskite +2 Ratchet +3 Dismember -4 Remand -1 Titan -2 Condescend
Do you think something is incorrect?
If my sideboard technique is ok, Trickbind/squelch seems really meh compared with others sideboard cards...
I think you probably want Dismember versus Twin.