It's funny how unfair dismember feels in a blue deck. Let me just kill your dude instant speed for one mana... Wait why is blue able to do this?
I've mostly played control where I have path, terminate etc so dismember never really made sense. I've seen merfolk play it too where it just feels like such a violation of the colour pie.
Let's just say getting rid of a caverned Thalia on turn two in a colour that really shouldn't be able to feels pretty good
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Modern
* Esper Draw-Go
* Tezzeret Whir
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1) Why doesn't anyone use batterskull? I only see wurmcoils. Bskull is quite a bit better vs path and grave hate, and being 1 cheaper to toss down is worth something when tron isnt online. I know there isnt much to equip it to in the deck, but in the old days it was played simply because it could be bounced and replayed in the face of removal.
2) Is the gemstone caverns actually worth it? Other than turn 1 chalice on 1 does it help much? I can't tell if the idea here is that being on the draw and having remand/condescend up on their turn 2 is worth the pitched card, or if just being 1 mana ahead of where you should be in general is worth it if you happen to draw it.
3) whats the purpose of the single snapcaster mage? I mean its a great card but a lot of the flexibility is lost in needing UU to cast any card other than spatial contortion and just lacking much that could be done early on under pressure (t1 dismember t2 remand t3 snap-dismember does not sound great vs an aggressive deck
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* Esper Draw-Go
* Tezzeret Whir
* Blue Tron
1) I use Batterskull in my sideboard, for reasons you state, plus some, depending on the matchups I bring it in for.
2) I don't think so. I put 300 matches worth of data into a spreadsheet, and the data showed that it was not worth it (1.27% increase in win percentage when on the draw, vs. 1.58% decrease in win percentage overall when it's in the opening hand).
3) I don't run any Snapcaster, though my list is a bit different than most.
Most people stopped running Batterskull because of the increase in Kolaghan's Command and Fatal Push. I still run into a lot of path to exiles though, so I run Batterskulls.
Snapcaster mage can be useful early as a 2/1 body, and has utility as the game goes longer. It's nice to have against control too.
1. Basically what the other two said. Push and kommand are played more now than ever. One them kills a germ but not a wurmcoil. Also wurmcoil is basically 3 bodies unless it gets pathed.
2. I took out gemstone caverns and haven't looked back yet. I just run a second field of ruin in it's place.
3. Snap is strong as an ambush viper. Stronger as snap dismember or snap spatial. Really strong when you have two blue which is often for me atleast. Games are real long or stupid short. But having snap remand or repeal or thirst is amazing. If I had the money for a second snap, like some people are playing, I would get it. I have definitely won games with 2/1 beats
Yea I agree with all BloodyRabbit arguments and card choices.
Dismember is a real card, It always was but in recent metagame it's just a perfect removal card for Us - to overcome the life cost I highly recommend using 1 watery grave and talisman of dominance which also ramp us to 2-counter ballista or thought-knot seer!
Yes about TKS - it's very good maindeckable card, which along with walking ballistas and wurmcoils is very good at closing games. I'm runnin 3 maindeck for about 2 months and they are very good in combo/control matchups - vs aggro it's at last a decent blocker (which sometimes pick some card from their hand)
TKS also shines where they came from the SB in games 2/3 where opp usualy side out some of removal spells.
Being proactive is very important in modern (It always was but I think that nowdays it's about "being proactive or being dead"), We need to pack a lot of interaction to keep the deck alive.
My most recent list, it's very similar to bloodyrabbit one, but I didn't left maindeck chalice of the void and the tutor package for it (The last changes to the list were cuttin mindslaver [+1 wurmcoil engine] and treasure mage [+1 Thirst for knowledge])
Just scanning through the results, Affinity is the worst matchup. Does cutting the o-stone have something to do with it? Ugin doesn't hit most of their stuff, which is one reason why I prefer a 1-1 split of O-stone and Ugin (minimum). If you're convinced on no O-stone, then an extra Walking Ballista in the 75 might be helpful.
Also, how's Myr Battlesphere seemed? It's been disregarded in the past for not being versatile enough, but it does have good synergy with Karn's -2.
Edit: Didn't read the whole post. Might have to try a battlesphere, seems like it could be good against humans where wurmcoil isn't (like you said).
I have been trying out a list with 4xTalisman of Dominance and 2xKarn, Scion of Urza. So far I'm 21 competative leagues in and I really like it. Here is the list:
General Thoughts
Before this version I played a list similar to that of Shoktroopa's, which I run through roughly 100 friendly leagues. The main difference is the choice to play 4 talismans which, in my experience, makes the deck run much more smoothly. They provide us with a blue source without costing us a land drop. This is crucial in a deck which preferably wants as many tron pieces and as few other lands as possible in play, given a restricted total amount of lands by a certain turn of course. Talismans are also very easy to squeeze into play during later turns since they virtually cost only one mana at that point. Additionally, they allow us to skimp on blue sources in the mana base in favor of more utility lands; such as 2 Gemstone Caverns and 1 Field of Ruin. Despite only playing 23 lands, the deck has access to 11 blue sources not counting the 4 Expedition Map, 1 Solemn Simulacrum and Field of Ruin. I rarely find having access to a blue source to be a problem and this lets me use my maps to find more relevant targets. The talismans also provide steady ramp when facing ghost quarter or field of ruin. As a result of all this, I've noticed that I mulligan more rarely with this deck than with previous versions. This is by far the biggest upside with this version in my opinion.
Karn fits nicely in this strategy because it is a very powerful T3 play. In a way, it further justifies the choice to run the full set of Talismans, as it provides card advantage as well as a way to finish the game if left unchecked. The (-2) ability quickly runs away with the game, especially with 1 or 2 talismans on the board or the excess map. Waiting to play him until you have counter backup is much easier than trying to do the same with a Wurmcoil Engine against blue control decks running field of ruin. In this version of the deck I've let Karn take the place which previously was occupied by Gifts Ungiven, with both being rather cluncky. I have really liked the 1 Gifts in the past and it's possible I bring it back in, but so far I've found Karn to be superior and I haven't been missing Gifts much.
Snapcaster Mage or Trinket Mage
I haven't quite decided which one I'd like to use in the deck. This, in my experience, depends a lot on the sideboard. Either I play Snapcaster Mage main and 2 Surgicals + Spell Pierce in the sideboard or Trinket Mage main and 1 Grafdigger's Cage, 1 Pithing Needle and 1 Relic of Progenitus sideboard. The Trinket Mage makes more sense in theory since we have a lot of neat artifacts to search for, making the trinket mage our second, smaller toolbox. This function is, however, already partially covered by Tolaria West. Against the decks where you really want graveyard hate, I have found surgical extraction to be vastly superior as it is so efficient at dealing with Blood Ghasts, Amalgams or Flamewake Phoenixes. Against grindier decks which utilize snapcaster mage, dilerium or lingering souls we don't really need the graveyard hate, as those are decent matchups already. This means that we mainly want our Grafdigger's cage and Relic against very fast decks, and in this case trinket mage might be too slow. The obvious upside of adding more artifacts in the sideboard, as opposed to more instants, is karn and thirst. The choice depends on which meta you're expecting, but I feel that both are viable options. Running them at the same time might be too much but it could also be an option.
Removals and Sweepers
With the inclusion of 4 Talismans I decided to drop the Oblivion Stone. This comes with mixed feelings as Oblivion Stone + Academy Ruins is such a strong combination. However, the deck still has two main deck sweepers in Ugin and Rift and so far I haven't really noticed the change. To compensate for the loss of Oblivion Stone, I've added an Ugin to the sideboard for those matchups where he shines the most.
As many of you have been advocating, main deck removal is almost required nowadays. For this reason I've decided to run 2 Dismember, but running more might be correct as well. Dismember works very well with talismans as you can go T2 talisman and hold up dismember, or pay 1 life instead of 2 later in the game. In the sideboard I've added the 3rd Dismember as well as 3 Spatial Contortion and the single (but not really single, ey^^) Engineered Explosives.
Other Comments
I've noticed that very few opt to play Myr Battlesphere. Perhaps it's just a matter of taste, but I have never in all the time I've played the deck ever felt that I didn't want it in the deck. It is particularly good against Reflector Mage, Eldrazi Displacer, Flickerwisp, Eldrazi Obligator against which Wurmcoil Engine just fails. It also just kills your opponent really fast.
Being able to run 2 Gemstone Caverns is a huge upside for any deck. Honestly, in a way, it breaks the rules of magic. Being on the play with a deck that so desperatly wants to buy time is worth the risk of drawing a colorless land later. Remember that we're not as reliant on our blue sources being lands so this comes at a smaller cost compared to other lists. On the play, you usually swap one cavern for the tectonic edge unless you want to go up to 24 lands, which is sometimes the case.
Results
As I said, I've been playing 21 competative leagues with this deck and so far I'm 65-39 (dropped one league where I went 1-3, hence the 104 games total), which is a win percentage of 62,5%. This result naturally depends on my ability as a player. Given a stronger player, the result might have been better. Although the sample size isn't even close to big enough to make any real conclusions of the deck, it still gives us some information of different matchups. I decided to put similar versions of different decks into one category, e.g. GB Elves, GW Elves and G Elves is considered to be just the matchup Elves:
Red Prison: 3-1 GW Company: 3-2 Mardu Pyromancer: 7-1 Death's Shadow:4-2 UR Storm: 4-3 G Tron: 4-3 Hollow One: 0-1 Humans: 3-3 Affinity: 1-5 KCI: 1-2 Bogles: 2-0 Jund: 1-2 RG Ponza: 2-1 UW Control: 1-2 Jeskai Control: 6-0 UR (kiki, breach or moon): 1-3 Esper Control: 2-0 Elves: 2-1 Dredge: 2-0 Burn: 3-0 Naya Zoo: 1-0 Infect: 2-1 Merfolk: 3-0 Abzan: 1-0 Goblins: 0-1 Lantern: 1-0 BW Tokens: 1-0 GR Eldrazi: 0-3 Living End: 1-0 Wildfire: 1-0 Ad Nauseum: 1-0 Amulet: 1-0 Death&Taxes: 0-1 GR Scapeshift: 0-1 G Devotion: 0-1
Again, this is a really small sample size so there is no point to draw any conclusions from it. I really recommend trying this version as I've had a lot of fun playing it. As with any version there are some flex-slots, but the difference to the core that I'm trying is 4 talismans and 2 karn. If you have any questions regarding the deck or certain matchups, feel free to ask and I will try to answer based on my experience.
Thanks for sharing your experience with us. I found your list very interesting my friend.
I really like do read and see different list with new cards, thats important to build better UTron's lists.
I will try the 4x Taslismas and hope to get as soon as possible at least 1x Karn,Scion of Urza. The idead of the Myr Battlesphere seems to be very nice as well.
Walking ballista is the most value. I would make sure you have 2 walking ballista and 2 field of ruin first, as they will help your deck out immensely. I like 1 Tolaria west if you can buy that too. I would not spend money on Chalice or Snapcaster if you're missing other cards. Engineered Explosives is useful, but if you can't run it, that's okay. It's a sideboard card anyway, so focus on the maindeck first.
Is zero mindslaver really the place to be? Feel like that's one of the payoffs of u Tron vs g Tron. I do find that ruins is vulnerable to field of ruins and slaver to grave hate so I could see it, just still a bit surprising.
Also how is the jund matchup? I just got creamed by discard into fulminator into two ancient grudge. Seems like a board of grudges and fulminator is pretty rough
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Modern
* Esper Draw-Go
* Tezzeret Whir
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I can't put it to myself to cut mindslaver. I will go down to one when i get another wurmcoil engine to keep the threat density the same. Its super strong when it lands or decent discard fodder for thirst. i can't cut it, locking people out of the game is too fun.
Jund though is defintely not as good as a matchup as it used to be. I think its closer to 60-40 in favor of us rather than 70-30 like I felt it used to be. Bbe sped up the deck a little bit. Them being able to cascade into basically any good card in their deck does hurt us a lot. But I still think as long as you counter the fulminators and try to keep the board empty or in favor of your side, you should still be able to win the match. I did get creamed by it last time I played against jund by it was game 1 kept a two lander and never saw any after that.. he didn't kill me till like turn 8 too. feelsbadman. but games 2 i mulled to four (zero lands in the 5,6, and 7). kept a 1 lander and died pretty fast.
I also wouldn't cut mindslavers. Slaver+Ruins is our inevitability, and it forces our opponents to interact with us (of course, assuming we live until then).
Mindslaver is also just a good card against a lot of decks. It's really our only way to beat Gx tron, where Wurmcoil is terrible and our other wincons are mediocre at best. Cracking a slaver against GBx or Control is often game-winning, as we can use their removal to kill their threats instead of ours and run them out of gas. Also, if you live long enough to crack against combo like Storm or KCI, you can sometimes just play their deck and kill them. It's worst against non-interactive aggro, like Hollow One or Dredge, but no one wincon covers every matchup.
For what it's worth, out of the top 12 decks on Goldfish right now, a resolved Slaver is good against 9 of them (Jeskai Control, Gx Tron, Affinity, Jund, Mardu Pyro, Burn, GDS, TitanShift, and Storm) and bad against 3 (Humans, Hollow One, Bogles). Not saying I would want 4 Slavers against Storm, but I'd rather have a Slaver than a ground beater 99% of the time.
As for hate, most people won't bring in grave hate just to stop Academy Ruins and a few Snapcasters (maybe it's correct, but I haven't seen it a lot). Land hate is a bit more problematic, but that's a problem that's not necessarily specific to Mindslaver. If someone's attacking our tronlands, we're not casting Mindslaver or Ugin or Wurmcoil. Blowing up academy ruins is rough, but 1 activation of Mindslaver can sometimes be enough in the same way that 1 Wurmcoil can sometimes be enough. Against heavy LD decks like Ponza or UW Control with 4 Field of Ruin, we can bring in a Crucible.
Overall, it depends on the meta. I like 1 main and 1 side, but that's me. I've seen Shok run with 2 main recently.
I think in general the meta is pretty hostile to Mindslaver right now, so it's very reasonable to not run it in many metas. Of course, Mindslaver is good when you resolve it against a lot of decks. But much of the time you won't have a good opportunity to. Between fast aggressive decks killing you quickly or slower matchups attacking our lands (often with maindeck field of ruin, in addition to sideboard cards), it's often hard for Mindslaver to close a game out.
The argument for Mindslaver is essentially always, "But it locks the game out and wins!" That's not a good enough reason to just run it. It's such a flashy way to win the game, and it's easy to remember the times when it does. Much harder is remember those times where you could have won a game with another Wurmcoil instead of Mindslaver. But it's also important to ask: "Could I still have won with a different card?" In particular, cards which have more utility against aggro or could have gotten out even without tron. In general I find the answer to this question to be yes. If you're playing the game to 13 mana, you're generally in a pretty commanding position.
We already have inevitability, Mindslaver isn't the only card which gives us that. Walking Ballista can quickly clean up the game if you have 10+ mana. Sure, it's not a hard lock, but cleaning up the game in 2-4 turns is usually good enough.
Currently I'm running 0 slavers in the main and 1 in the sideboard. I do want access to it for my local meta, but I'm okay not having it for game 1.
I see you are playing negate in the main in both builds and 3 spell snares, How are you liking the negates in the main? What about the spell snare in the side? I have thought about using both, i have two negates in my sb currently but haven't been sold on that in the main nor snare in the side. I can see upside to snare, such as countering goyfs, bobs. I guess i'm wondering what match ups its strong in vs just having cards like chalice, spell pierce or other things of the like.
Awesome thanks thats all I really needed. Didn't mean to bunch the two cards together, they are obviously different. My list is most close to your list with mindslaver above. I guess i found jund good before because of sundering titan and maindeck chalice. I like your style of the deck(bloody) and have been migrating towards it as my budget / trades open up. I will defintely try out the main deck negates and try to pick up some spell snares then. I'm still loving 2 chalice (1 main, 1 side) but I can put them in my maybeboard if I end up loving all the negates and snares.
I guess my point was more that it's not a dead card most of the time. Activating a mindslaver against all of the decks I listed would win you the game, or at the minimum put you very far ahead. A wurmcoil would be better against some of those decks, but that's why I run a split, with padding in the board.
On a different note, I've run a few matches with Battlesphere instead of the second wurmcoil main. Great against Jeskai, pretty good against Humans and Counters Company (interchangeable with Wurmcoil, more or less), ok against Hollow One (good, but woulda preferred wurmcoil), bad against Jund. Overall, if I was running 3 Wurmcoils I'd definitely go down to a 2-1 split, but I'm leaning towards sticking with the 2-0.
BloodyRabbit, how's TKS compare to Baby Karn for you? Is it that Karn's not impactful enough? Seems like they'd fill the same spot in a deck, even though they play different roles.
4-0 with the list I just posted. Lol, I’m running hot since two weeks. Beasted Affinity, RUG Scapeshift, Blue End, Vizier Company, all 2-0 except Scapeshift. I forgot the third Snare, so I used the second Explosives on its place, but it didn’t matter (same amount of cards to bring in vs Affinity, one less against Scapeshift, but I won both sb games). I’m liking a lot Seers out of the sideboard. Would gladly play the fourth, if I’ll able to find the space.
Don't make me buy Foil Thought-Knots =)
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I've mostly played control where I have path, terminate etc so dismember never really made sense. I've seen merfolk play it too where it just feels like such a violation of the colour pie.
Let's just say getting rid of a caverned Thalia on turn two in a colour that really shouldn't be able to feels pretty good
* Esper Draw-Go
* Tezzeret Whir
* Blue Tron
1) Why doesn't anyone use batterskull? I only see wurmcoils. Bskull is quite a bit better vs path and grave hate, and being 1 cheaper to toss down is worth something when tron isnt online. I know there isnt much to equip it to in the deck, but in the old days it was played simply because it could be bounced and replayed in the face of removal.
2) Is the gemstone caverns actually worth it? Other than turn 1 chalice on 1 does it help much? I can't tell if the idea here is that being on the draw and having remand/condescend up on their turn 2 is worth the pitched card, or if just being 1 mana ahead of where you should be in general is worth it if you happen to draw it.
3) whats the purpose of the single snapcaster mage? I mean its a great card but a lot of the flexibility is lost in needing UU to cast any card other than spatial contortion and just lacking much that could be done early on under pressure (t1 dismember t2 remand t3 snap-dismember does not sound great vs an aggressive deck
* Esper Draw-Go
* Tezzeret Whir
* Blue Tron
1) I use Batterskull in my sideboard, for reasons you state, plus some, depending on the matchups I bring it in for.
2) I don't think so. I put 300 matches worth of data into a spreadsheet, and the data showed that it was not worth it (1.27% increase in win percentage when on the draw, vs. 1.58% decrease in win percentage overall when it's in the opening hand).
3) I don't run any Snapcaster, though my list is a bit different than most.
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Snapcaster mage can be useful early as a 2/1 body, and has utility as the game goes longer. It's nice to have against control too.
2. I took out gemstone caverns and haven't looked back yet. I just run a second field of ruin in it's place.
3. Snap is strong as an ambush viper. Stronger as snap dismember or snap spatial. Really strong when you have two blue which is often for me atleast. Games are real long or stupid short. But having snap remand or repeal or thirst is amazing. If I had the money for a second snap, like some people are playing, I would get it. I have definitely won games with 2/1 beats
Dismember is a real card, It always was but in recent metagame it's just a perfect removal card for Us - to overcome the life cost I highly recommend using 1 watery grave and talisman of dominance which also ramp us to 2-counter ballista or thought-knot seer!
Yes about TKS - it's very good maindeckable card, which along with walking ballistas and wurmcoils is very good at closing games. I'm runnin 3 maindeck for about 2 months and they are very good in combo/control matchups - vs aggro it's at last a decent blocker (which sometimes pick some card from their hand)
TKS also shines where they came from the SB in games 2/3 where opp usualy side out some of removal spells.
Being proactive is very important in modern (It always was but I think that nowdays it's about "being proactive or being dead"), We need to pack a lot of interaction to keep the deck alive.
My most recent list, it's very similar to bloodyrabbit one, but I didn't left maindeck chalice of the void and the tutor package for it (The last changes to the list were cuttin mindslaver [+1 wurmcoil engine] and treasure mage [+1 Thirst for knowledge])
4x Urza’s Mine
4x Urza’s Power Plant
4x Urza’s Tower
7x Island
1x tolaria west
1x watery grave
1x Field of Ruin
1x ghost quarter
1x Academy Ruins
Artifacts (7):
2x talisman of dominance
3x Expedition Map
1x chalice of the void
Creatures (10):
2x Snapcaster Mage
2x Walking Ballista
3x Wurmcoil Engine
3x thought knot seer
1x trinket mage
4x Condescend
2x Remand
Draw (5):
2x Supreme Will
3x Thirst for Knowledge
Removal (6):
2x Dismember
3x Repeal
1x cyclonic rift
Mass removal (2):
1x Ugin, the Spirit Dragon
1x Oblivion Stone
1x Surgical Extraction
1x tormod's crypt
1x relic of progenitus
2x Negate
3x Spatial Contortion
1x all is dust
1x Engineered Explosives
1x dismember
2x spreading seas
1x chalice of the void
1x sorcerous spyglass
I'm very happy with the list and I made a couple of 3-1 in my local meta
Also, how's Myr Battlesphere seemed? It's been disregarded in the past for not being versatile enough, but it does have good synergy with Karn's -2.
Edit: Didn't read the whole post. Might have to try a battlesphere, seems like it could be good against humans where wurmcoil isn't (like you said).
I really like do read and see different list with new cards, thats important to build better UTron's lists.
I will try the 4x Taslismas and hope to get as soon as possible at least 1x Karn,Scion of Urza. The idead of the Myr Battlesphere seems to be very nice as well.
Also very sold on karn now. I'll pick one up as soon as I can afford it.
Also how is the jund matchup? I just got creamed by discard into fulminator into two ancient grudge. Seems like a board of grudges and fulminator is pretty rough
* Esper Draw-Go
* Tezzeret Whir
* Blue Tron
Jund though is defintely not as good as a matchup as it used to be. I think its closer to 60-40 in favor of us rather than 70-30 like I felt it used to be. Bbe sped up the deck a little bit. Them being able to cascade into basically any good card in their deck does hurt us a lot. But I still think as long as you counter the fulminators and try to keep the board empty or in favor of your side, you should still be able to win the match. I did get creamed by it last time I played against jund by it was game 1 kept a two lander and never saw any after that.. he didn't kill me till like turn 8 too. feelsbadman. but games 2 i mulled to four (zero lands in the 5,6, and 7). kept a 1 lander and died pretty fast.
Mindslaver is also just a good card against a lot of decks. It's really our only way to beat Gx tron, where Wurmcoil is terrible and our other wincons are mediocre at best. Cracking a slaver against GBx or Control is often game-winning, as we can use their removal to kill their threats instead of ours and run them out of gas. Also, if you live long enough to crack against combo like Storm or KCI, you can sometimes just play their deck and kill them. It's worst against non-interactive aggro, like Hollow One or Dredge, but no one wincon covers every matchup.
For what it's worth, out of the top 12 decks on Goldfish right now, a resolved Slaver is good against 9 of them (Jeskai Control, Gx Tron, Affinity, Jund, Mardu Pyro, Burn, GDS, TitanShift, and Storm) and bad against 3 (Humans, Hollow One, Bogles). Not saying I would want 4 Slavers against Storm, but I'd rather have a Slaver than a ground beater 99% of the time.
As for hate, most people won't bring in grave hate just to stop Academy Ruins and a few Snapcasters (maybe it's correct, but I haven't seen it a lot). Land hate is a bit more problematic, but that's a problem that's not necessarily specific to Mindslaver. If someone's attacking our tronlands, we're not casting Mindslaver or Ugin or Wurmcoil. Blowing up academy ruins is rough, but 1 activation of Mindslaver can sometimes be enough in the same way that 1 Wurmcoil can sometimes be enough. Against heavy LD decks like Ponza or UW Control with 4 Field of Ruin, we can bring in a Crucible.
Overall, it depends on the meta. I like 1 main and 1 side, but that's me. I've seen Shok run with 2 main recently.
The argument for Mindslaver is essentially always, "But it locks the game out and wins!" That's not a good enough reason to just run it. It's such a flashy way to win the game, and it's easy to remember the times when it does. Much harder is remember those times where you could have won a game with another Wurmcoil instead of Mindslaver. But it's also important to ask: "Could I still have won with a different card?" In particular, cards which have more utility against aggro or could have gotten out even without tron. In general I find the answer to this question to be yes. If you're playing the game to 13 mana, you're generally in a pretty commanding position.
We already have inevitability, Mindslaver isn't the only card which gives us that. Walking Ballista can quickly clean up the game if you have 10+ mana. Sure, it's not a hard lock, but cleaning up the game in 2-4 turns is usually good enough.
Currently I'm running 0 slavers in the main and 1 in the sideboard. I do want access to it for my local meta, but I'm okay not having it for game 1.
STANDARD
UB Midrange
Modern
U-Tron
On a different note, I've run a few matches with Battlesphere instead of the second wurmcoil main. Great against Jeskai, pretty good against Humans and Counters Company (interchangeable with Wurmcoil, more or less), ok against Hollow One (good, but woulda preferred wurmcoil), bad against Jund. Overall, if I was running 3 Wurmcoils I'd definitely go down to a 2-1 split, but I'm leaning towards sticking with the 2-0.
BloodyRabbit, how's TKS compare to Baby Karn for you? Is it that Karn's not impactful enough? Seems like they'd fill the same spot in a deck, even though they play different roles.
Don't make me buy Foil Thought-Knots =)
STANDARD
UB Midrange
Modern
U-Tron