Since you have no tron or ad nauseam, I would cut the Crucible and Jester's Cap from your Sideboard. This can free up some slots for Squelch.
Since you have multiple sources of black mana I would consider running the Dismember main, swapping it with the spacial contortion.
I would also not run Minamo and/or Orboro on such a small island count for fear of Blood Moon.
ANY of the decks, that could play Blood Moon would be hindered by it, more than me...
they see tron LANDS, and they immedieately assume, they must be stopped with a blood moon.
i know of a few grixis (post-twin) decks and maybe the red decks play it and could not be happier if a red decks taps out turn 3 to cast this...
we have an upcoming PPTQ this saturday.
would REALLY appreciate some feedback
i've tried the following setup a few times, but success rate is not really high if i don't manage to stabilize early:
- Tolaria West helps to find Engineered Explosives and chalices and Urborg, Tomb of Yawgmoth and River of Tears helps me to cast it for 2, but sometimes thay have screwed me over a bit (so far river was the LEAST hindering), urborg also helps with Sundering Titan, so i'm considering switching them to islands, but not sure
- i would like to play Epiphany, but don't know what to cut (mainboard)
- i have only one copy of Engineered Explosives, but have a few Ratchet Bombs in my collection, but i think they are infinitely slower
about the meta:
there will be a few people coming from other towns, but i know roughtly what i can expect:
- at the last PPTQ, there were a TON of infect (UG), about 3-5 of them as i recall, that's why the Spatial Contortions
- there are a few people that play Nahiri+Emrakul in jeskai colors, without any real backup plan apart from colonades
- LOTS of WUR, UB, Esper and Azorius old-school "value"-control decks, they don't really pose a problem, especially if it gets grindy
- 1, max 2 affinity (not sure if they come at all), but maybe someone will bring lantern-control, so Hurkyl's Recall should be ok - should normally 1 be enough?
- there a few jund decks around, nothing special apart maybe from a new Liliana, the Last Hope to bring back Fulminator Mages - i was considering Squelches against them, but don't really have the free spot
- can expect quite a few red-splash-something burn/aggro, mostly in RG/jund colors
- other minor decks might include bogles, storm and elves
- i know of no RG-tron, time walk, ad nauseam, or any really intricate combo deck
i'm close to putting the deck together on paper, in the meantime, i have played a few matches on xmage.
after playing mono-blue tron for so long, somehow this deck feels less stressful and very relaxing.
one thing i noticed, that the deck has a lot of blue sources, could a Reliquary Tower fit in there?
as long as you don't play Elixir of Immortality, i don't really see any reason to run it
Hey guys looking for tips vs Bant Eldrazi. I run a pretty stock shock build. Right now I have 2 dismember, 3 spatial contortion to deal with most of their creatures. Is there another good SB card I should consider adding? I feel like the matchup is rough since sundering titan is no good and neither is Ugin in this matchup. Whats the usual path to victory here, riding a wurmcoil to victory?
i really with they would print some kind of modal cantrip, the primary effect being "your graveyard has hexproof until end of turn" along with some really weird things like:
-name a creature card. until end of turn, when a creature with the same name ... enters the battelfield tapped and loses haste
-counter target ability that does not have a target
and it would cost 1U or something like that
i used to run 2 slavers main.
i had to make room for 1 snapcaster and 1 ugin in main, so one had to go.
it felt REALLY comfortable, knowing that i can waste a slaver to control the opponent once, and still have one left for the win condition.
with only 1 slaver, you really have to time everything: don't use is too early without ruins, as it might get exiled, you can't really afford it to get countered.
before, i had Ugin in SB, and found, that i almost ALWAYS sided him in game-2.
one of the weirdest list i have ever seen.
really interesting:
-no talisman 24 lands
-3 TFK
-main crucible
-2 (!!) Spell Burst main?!?!
-no Cyclonic Rift
it seems, that he might have known the local meta?
as it seems to me that it is fine-tuned to a low-control, midrange heavy environment, with LOTS of options against aggro after sideboard
is there any chance, that Consecrated Sphinx gets reprinted in Conspiracy 2?
i would fit there, but maybe the effect is too stong, even at mythic?
i have one, and (as far as i know, and if someone knows, please correct me) it is played only in EDH.
i'm thinking of trading it for something of equal value
I have a bunch of questions about control matchups:
1. Should I use TFK or epiphany in their EoT? I think I can get card advantege earlier this way, and it may also eat some counters. However I'm not sure because the opponent may draw cards also with remand.
2. What sort of hand would be worth keeping? A hand full of counters and snapcaster? with repeals and/or spatials (in case they use small creatures like vendilion)?
3. How much mana would be recommended for ending the passive stage and trying to resolve something?
4. I particularly face UW and UBW control, any advice?
Thanks in advance
1. usually i try to cheat out their remands/mana leaks as soon as possible. while TFK is a really good spell in our arsenal, i't rather have it bounced/countered, so i can land a TKS next turn for example, this way letting me see more cards from my opponents deck, by seeng the remanded card too.
as long as they have no information of your hand, it's safe to cast TFK as soon as possible, preferably at end of their turn
2. against creatures, i'd keep repeal+contortion, almost ANY other deck, counter all the way
3. this one is tricky, against dumb control (collonades, no real win condition, grinding, etc) you don't really need to hurry, wait until you have 10+ mana and a 1-2 counterspell, but more importantly another threat, and try to chect countermagic with the first one. against other decks, you can play then as soon as possible, as long as they don't run Path to Exile
mostly i would do it this way.
4. chalice on 1 kills Path to Exile and Thoughtseize + Inquisition of Kozilek and Serum Visions for both. but this only gets you so far.
setting it to 2 disables most of countermagic (against control, it is not THAT important)
around turn 3-5 (?) keeping up heavy counterspells against Geist of Saint Traft can also be a good idea
question for those running Engineered Explosives:
i have one in my collection, but never used it before.
i play strictly mono-blue, no talismans.
was thinking about including it against infect, but does it worth it using, if i can cast it only for X=1? or that is the absolute sweet spot?
i run 25 lands, with 10 blue sources + 1 Gemstone Caverns, so i COULD add an Urborg, Tomb of Yawgmoth
yeah. angel to the board is super weird to me cause i often use it g1 to save the game, and board it out (except vs infect)
the most notable thing about andrews list to me (is he on this forum? i know ive seen him on SCG before) is the 1 dismember... id be curious to hear about that from him and how he feels after the tournament.
other BIG note. dredge list winning another tournament is the one with gargantadon and bridge from below. i think that list is easier for us to deal with. cause less conflagrate = more angel wins.
kind of need angel for the dredge match up. its saved my life a few times this week when i went up against dredge matches. they don't have enough narcomeda to pose a threat to angel, so flying over for the win is ez.
they don't disrupt our tron lands which is a plus.
navigating game 1 you need to counter certain dig spells in order to slow them down. so remand/condascend wisely.
turn 4 aetherize usually puts them in a hurt. but it also loads up there hand for a big conflagrate, so you gotta be caseful when doing a mass bounce of there ghasts and amalgams.
Ugin is also K.O. if you land him the turn after they set all of there amalgams up.
Funny thing is, I play dredge as my other modern deck. It's true that narcomoebas don't pose a huge threat, but you should watch out for hardcasted stinkweed imp. In terms of counter, counter the earliest spells possible, no matter what it is. Our turn 1 enabler is huge, turn 2-3 life from the loam is huge too, after that enablers are more icing on the cake. Don't be conservative with counter spells against dredge at all cuz you won't get many chances to use them. Although saving something for turn 4 conglagrate might be good, especially if u have an angel out.
pile A:
Sanctum Prelate
Daretti, Ingenious Iconoclast
some other stuff i don't really care of
pile B:
KTK Polluted Delta
foreign Counterbalance
+some minor useful stuff
ANY of the decks, that could play Blood Moon would be hindered by it, more than me...
they see tron LANDS, and they immedieately assume, they must be stopped with a blood moon.
i know of a few grixis (post-twin) decks and maybe the red decks play it and could not be happier if a red decks taps out turn 3 to cast this...
would REALLY appreciate some feedback
i've tried the following setup a few times, but success rate is not really high if i don't manage to stabilize early:
1 Academy Ruins
1 Gemstone Caverns
1 Ghost Quarter
2 Island
1 Minamo, School at Water's Edge
1 Oboro, Palace in the Clouds
1 River of Tears
3 Snow-Covered Island
1 Tolaria West
1 Urborg, Tomb of Yawgmoth
4 Urza's Mine
4 Urza's Power Plant
4 Urza's Tower
Artifacts
1 Batterskull
2 Chalice of the Void
4 Expedition Map
1 Mindslaver
1 Oblivion Stone
4 Condescend
1 Cyclonic Rift
1 Fabricate
4 Thirst for Knowledge
3 Remand
3 Repeal
2 Spatial Contortion
Creatures
1 Snapcaster Mage
1 Platinum Angel
1 Sundering Titan
2 Thought-Knot Seer
1 Treasure Mage
1 Wurmcoil Engine
Planeswalkers
1 Ugin, the Spirit Dragon
1 Aetherize
1 Crucible of Worlds
1 Dismember
1 Engineered Explosives
2 Hurkyl's Recall
1 Jester's Cap
1 Pithing Needle
1 Relic of Progenitus
1 Spatial Contortion
2 Spell Snare
1 Spellskite
2 Steel Wall
- Tolaria West helps to find Engineered Explosives and chalices and Urborg, Tomb of Yawgmoth and River of Tears helps me to cast it for 2, but sometimes thay have screwed me over a bit (so far river was the LEAST hindering), urborg also helps with Sundering Titan, so i'm considering switching them to islands, but not sure
- i would like to play Epiphany, but don't know what to cut (mainboard)
- i have only one copy of Engineered Explosives, but have a few Ratchet Bombs in my collection, but i think they are infinitely slower
about the meta:
there will be a few people coming from other towns, but i know roughtly what i can expect:
- at the last PPTQ, there were a TON of infect (UG), about 3-5 of them as i recall, that's why the Spatial Contortions
- there are a few people that play Nahiri+Emrakul in jeskai colors, without any real backup plan apart from colonades
- LOTS of WUR, UB, Esper and Azorius old-school "value"-control decks, they don't really pose a problem, especially if it gets grindy
- 1, max 2 affinity (not sure if they come at all), but maybe someone will bring lantern-control, so Hurkyl's Recall should be ok - should normally 1 be enough?
- there a few jund decks around, nothing special apart maybe from a new Liliana, the Last Hope to bring back Fulminator Mages - i was considering Squelches against them, but don't really have the free spot
- can expect quite a few red-splash-something burn/aggro, mostly in RG/jund colors
- other minor decks might include bogles, storm and elves
- i know of no RG-tron, time walk, ad nauseam, or any really intricate combo deck
thanks in advance
Sanctum Prelate
+ bunch of other bulk-rares and bulk/non-bulk UC/C
pile B:
Goblin Guide
pile B v2:
Polluted Delta (Khans)
+ some other card in 10-20$ range
all non-foil normal printing
Daretti, Ingenious Iconoclast
Sanctum Prelate
after playing mono-blue tron for so long, somehow this deck feels less stressful and very relaxing.
one thing i noticed, that the deck has a lot of blue sources, could a Reliquary Tower fit in there?
as long as you don't play Elixir of Immortality, i don't really see any reason to run it
Painter's Servant
other than that you REALLY can't do anything with T1 Eldrazi Temple+Eldrazi Mimic
sometimes i feel, that mimic should have been axed along with Eye of Ugin...
-name a creature card. until end of turn, when a creature with the same name ... enters the battelfield tapped and loses haste
-counter target ability that does not have a target
and it would cost 1U or something like that
i had to make room for 1 snapcaster and 1 ugin in main, so one had to go.
it felt REALLY comfortable, knowing that i can waste a slaver to control the opponent once, and still have one left for the win condition.
with only 1 slaver, you really have to time everything: don't use is too early without ruins, as it might get exiled, you can't really afford it to get countered.
before, i had Ugin in SB, and found, that i almost ALWAYS sided him in game-2.
one of the weirdest list i have ever seen.
really interesting:
-no talisman 24 lands
-3 TFK
-main crucible
-2 (!!) Spell Burst main?!?!
-no Cyclonic Rift
it seems, that he might have known the local meta?
as it seems to me that it is fine-tuned to a low-control, midrange heavy environment, with LOTS of options against aggro after sideboard
i would fit there, but maybe the effect is too stong, even at mythic?
i have one, and (as far as i know, and if someone knows, please correct me) it is played only in EDH.
i'm thinking of trading it for something of equal value
1. usually i try to cheat out their remands/mana leaks as soon as possible. while TFK is a really good spell in our arsenal, i't rather have it bounced/countered, so i can land a TKS next turn for example, this way letting me see more cards from my opponents deck, by seeng the remanded card too.
as long as they have no information of your hand, it's safe to cast TFK as soon as possible, preferably at end of their turn
2. against creatures, i'd keep repeal+contortion, almost ANY other deck, counter all the way
3. this one is tricky, against dumb control (collonades, no real win condition, grinding, etc) you don't really need to hurry, wait until you have 10+ mana and a 1-2 counterspell, but more importantly another threat, and try to chect countermagic with the first one. against other decks, you can play then as soon as possible, as long as they don't run Path to Exile
mostly i would do it this way.
4. chalice on 1 kills Path to Exile and Thoughtseize + Inquisition of Kozilek and Serum Visions for both. but this only gets you so far.
setting it to 2 disables most of countermagic (against control, it is not THAT important)
around turn 3-5 (?) keeping up heavy counterspells against Geist of Saint Traft can also be a good idea
i have one in my collection, but never used it before.
i play strictly mono-blue, no talismans.
was thinking about including it against infect, but does it worth it using, if i can cast it only for X=1? or that is the absolute sweet spot?
i run 25 lands, with 10 blue sources + 1 Gemstone Caverns, so i COULD add an Urborg, Tomb of Yawgmoth
careful, Conflagrate has CMC of 1+2X (x= discared cards) when flashed back - it does not matter HOW the cost was paid (in this case without mana) - see this thread: http://www.mtgsalvation.com/forums/magic-fundamentals/magic-rulings/magic-rulings-archives/256150-kaervek-and-conflagrate-flashbacked