Hey guys, it's been awhile. Hope life's treated you all well. I quit modern for awhile to hop into legacy, but I'll be getting back into the format soon enough. Hopefully I'll build this deck again, as I always like to give old loves another try. It's good to be back!
Just how well positioned is this deck in the current metagame? I've just started assembling the deck, and if possible, I would like to get some tips from the pros on how to play the deck well, and how to pilot it correctly.
agreed with your statement here. Been playing around for a long time and i've noticed. A deck that runs U can always adjust to the meta that is so diverse. compared to non-u decks. U decks are so flexible it can answer to almost anything.
as for your deck. you can splash red and for all they care. fast aggro is just gonna hate you for mainboarding clasms.
@reservedforoffense: Karn is incredibly great in a U shell. just saying. especially with a red splash. though it commits you to dedicate 3 slots. its really worth it, especially for mirror match.
as for emrakul + eye of ugin, this is the extra win condition, plus discarding emmy from TFk is kinda great. reffills your library for one more round of counter wars. though you really can't search emmy via anything than eye of ugin. this is the best last resort if all else fails.
I'd really like to try Karn out in the deck sometime, but it just doesn't seem right. How has he been for you?
Would you play the colossus in place of wurmcoil engine? I don't think it beats the engine since it's only real weakness is the problem with exile effects. The colossus gets hit by the path to exile too. Further, the Colossus costs two mana more, needs a ten-mana-activation and does not have lifelink or deathtouch. With the eight mana of the colossus we are even able to play the wurmcoil with a counterbackup. On the other hand the colossus brings indestructable and trample to end a game quickly.
On my opinion, the colossus does not add value by replacing one of our finishers The only reason to bring him is if your meta is stuffed with artifact hate.
There's a huge difference between 6 cmc and 8 cmc, and playing a good card on turn 3 is much better than playing one on turn 4. The lifelink is huge against some of the format's faster aggro decks, and its ability is godly. Imo, Engine is vital to this deck's success.
Considering how important Academy Ruins is to this deck, why don't decks run 2 or even 3 or them? It seems too easy for our opponent to just destroy it and knock us out of the running.
It can be a little too greedy sometimes. I mean, it is legendary, and we have a few ways to find it. We don't entirely depend on it to win, but it does suck getting it blown up; if you're really that worried about it being destroyed, then just run Crucible in the side. I wouldn't recommend it, but it's something.
How do you guys sideboard against jund? I've basically been just leaving MD as is and I'm pretty sure that's wrong lol. Still beat it anyway so haven't put too much thought into it, should do things correctly though I suppose.
Based on my expected metagame and the way I sideboard, I have 4 slots left in my sideboard to devote soley to RG Tron. I already have 3 Spell Pierce 2 Squelch. Should I just go 4 Spreading Seas or is there a better anti tron package?
Thanks everyone.
Do you mind posting your side-board? Against Jund, I'd probably board in Spell Snare, Dismember, and maybe Spell Pierce. Again, this all depends on your board, so it would help to get a look at that.
From playing this deck for about a few weeks now, i've found to Cyclonic Rift to be a lifesaver when i've needed it. Especially vs Aggro match ups with removal for Angel for example, bouncing back all their guys during their turn really slows their gameplan down and lets you stabilize.
My question :
I really wish Karn would fit into this deck, but that fact that Treasure Mage can't tutor for it would make it pretty inconsistent yeah? Would there be a good way to slot him in or is it just pointless?
Most of us don't like it that much. We normally can't get consistent Tron faster than R/G Tron does, and Karn is best dropped T3, which is hard for us. Not being able to tutor for him is big part of it too, as we normally want all of our major threats fetch-able.
I'd really like to try Karn out in the deck sometime, but it just doesn't seem right. How has he been for you?
Any reasons as to why you don't have any Sad Robots in the deck?
There's a huge difference between 6 cmc and 8 cmc, and playing a good card on turn 3 is much better than playing one on turn 4. The lifelink is huge against some of the format's faster aggro decks, and its ability is godly. Imo, Engine is vital to this deck's success.
It can be a little too greedy sometimes. I mean, it is legendary, and we have a few ways to find it. We don't entirely depend on it to win, but it does suck getting it blown up; if you're really that worried about it being destroyed, then just run Crucible in the side. I wouldn't recommend it, but it's something.
Do you mind posting your side-board? Against Jund, I'd probably board in Spell Snare, Dismember, and maybe Spell Pierce. Again, this all depends on your board, so it would help to get a look at that.
Good luck, man! Wish I could make it, but it's a little too far for me.
Most of us don't like it that much. We normally can't get consistent Tron faster than R/G Tron does, and Karn is best dropped T3, which is hard for us. Not being able to tutor for him is big part of it too, as we normally want all of our major threats fetch-able.