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The Role of Ecosystems in Fantasy Worldbuilding
 
Life's Legacy: Delving into Delver
 
All Sets Are Good: Prophecy
  • posted a message on [Primer] MonoU Tron - "The well-oiled machine"
    Champion is really bad tho? Draw 2 discard 2 is not good. Like it wouldn't be good for 1 mana. It's unplayable for 3 mana and a small body. Eternalize is 5UU sorc speed... for that mana you can have Gearhulk casting Thirst at instant speed and same value.
    Posted in: Developing Competitive (Modern)
  • posted a message on [Primer] MonoU Tron - "The well-oiled machine"
    Quote from Meddling_Maxe »

    Against rg titanshift i feelalittle unfaired instead. They ramp ramp ramp and play scapeshift wich i cant remand or condescend for enough. :/
    How is ur boarding haymakers beside Dismissal?

    Against Titanshift just counter Titan and Scapeshift... Make sure you have enough blue to cast both Remand and Condescend against Scapeshift if they have enough mana to recast in one turn. I board in 1 Slaver, 1 Negate, 2 Summariy Dismissal and I board out like 1 Chalice, 1 Rift, 1 Walking Ballista, 1 Angel
    Quote from okoSheep »


    how do we do against emeria titan?

    I am 2-0 against Emeria Titan and the MU is pretty easy. should be 80-90% in our favor if not 100%
    Posted in: Developing Competitive (Modern)
  • posted a message on [Primer] MonoU Tron - "The well-oiled machine"
    T Mage vs Fabricate has been a back and forth over the years for me. It just depends on how many good blocks you will get out of the body and how many bullets you have to hit with Fabricate. Before Death's Shadow I was playing Fabricate for some time but I feel like being able to block a Shadow, Tasigur, Angler, Goyf, etc matters too much right now. There is definitely metagames where Fabricate is strictly better!
    Posted in: Developing Competitive (Modern)
  • posted a message on [Primer] MonoU Tron - "The well-oiled machine"
    Quote from ebksicc »
    Pie and Shok or anyone really have you seen much 5c Humans on MTGO? This match up is horrible on paper. only played against it twice but with out a starting spatial in first 8 cards it game over usually. What have you guys seen and experienced? Pie we need a human video!


    I have a video, it's going to be up on youtube in 3-4 days, you can already find it on my twitch VOD section
    Posted in: Developing Competitive (Modern)
  • posted a message on [Primer] MonoU Tron - "The well-oiled machine"
    Repeal, Condescend and Spell Burst can be quite useful with Gearhulk, so much even that Gearhulk into Repeal and Gearhulk into Spell Burst have won me games. You will only have to use these spells very rarely though. Almost every time I have a Gearhulk I also have a good spell to target: Thirst for Knowledge, Supreme Will, Remand, Dismember, Summary Dismissal, Hurkyl's Recall. To the people saying Gearhulk is worse than Snapcaster: can you get a Snapcaster with Treasure Mage? Does Snapcaster block a Tasigur, Reality Smasher, TKS? Would you rather spend 4UU for a 5/6 and Thirst for Knowledge or 3UU for a 2/1 and Thirst for Knowledge?

    As for the arguement that Gearhulk doesn't help us in our bad matchups, maybe that's the case but I can't think of a bad matchup where Sundering Titan helps? Gearhulk helps a lot in the grindy attrition matchups which are usually 55-65% winrate.

    As to the arguement that UU is hard to achieve, firstly, it's not hard to achieve at all if you play a decent amount of blue sources, secondly, Snapcaster requires UU as well so your arguement makes little sense if you are playing Snapcaster.
    Posted in: Developing Competitive (Modern)
  • posted a message on [Primer] MonoU Tron - "The well-oiled machine"
    Playing Mono U Tron you are basically playing a two colored deck, if you go UW you are three colored and much less consistent as well as weaker to Blood Moon and land destruction for little actual pay off.
    Posted in: Developing Competitive (Modern)
  • posted a message on [Primer] MonoU Tron - "The well-oiled machine"
    Quote from Darkx87 »
    Snapcaster Mage. I'm not overly impressed, thrilled, awed, or whatever, by this card in the deck. I most often find myself wishing I had something different in hand. However, I don't know if that's a function of wanting to maximize value off of casting a Snap + something else, rather than just using him less optimally, or because it is a lackluster card in the deck, relatively speaking. Currently, I'm considering running without him.
    Snapcaster is a great card in the midgame and Spatial Contortion, Remand, Condescend and Thirst are great targets for Snapcaster. It's not as good very early because you don't have the mana or the spells in the yard but it's a very nice 1-of I won't cut. That being said I have played without Snapcaster before and it's not a huge loss when replaced with something like Supreme Will your spell count will stay around the same.

    Quote from Darkx87 »
    Lands. I've seen a few lists running 23 lands MB and was considering cutting 1 myself. However, I've also seen Shoktroopa running 25 lands and Pierakor is consistently on 24, occasionally siding into 25 or down to 23. Anyone tested with 23 MB or thoughts on the matter?
    I wouldn't run 23 unless you are doing something weird like playing Serum Visions/Opt, or at least Anticipate or Talisman/Signets. 25 is where I was at before I played Anticipate, with the addition of 2 more cheap dig spells I made the move to 24. I've since moved to Supreme Will but still prefer 24 lands, I am much closer to adding a land than cutting one tho. I basically believe the theoretical right amount of lands for my list is like 24.3 or so.

    Quote from Darkx87 »
    Wurmcoil/Walking Ballista/Mindslaver/Ugin. I remember reading a comment by Pierakor that he would love to run 2x Engine, Slaver, and Ugin in the deck. I'd like to run 2x all 4 of he listed items MB, but there's only so much room and the deck is already so wide on threats with a crazy high curve. I think 2x Wurmcoil MB seems to be appropriate, but I struggle with 2x Ballista and 2x Ugin. All of these cards are independently amazing and all have very strong rolls in many, if not all matchups. Ultimately, I'm wondering if my desire to overload the power of the deck with a 2nd copy of Ugin MB is too much wishful thinking on my end. Also, whether a 2nd Ballista is a good idea, whether MB or SB. Of the 4, it seems like the weakest card, but! it is broke as hell in many matchups.
    Yeah this is a very tough decision because of the toolboxy aspect we have through Treasure Mage. Sure Wurmcoil Engine is just going to do more than Angel most games but sometimes you got Chalice on the battlefield and a counterspell in hand and you know if you untap with Angel it's over. I definitely believe in running 1 Angel and 1 Gearhulk just because of how good they are in certain situations... I think I get Gearhulk with Treasure Mage about as often as WCE! It's just so good when you have a Thirst in the yard and they might have a path. As for Angel I don't get it quite as often but when I do it's a bigger payoff since it has a huge chance to just win me the game right there. As for Ugin I feel like we have 3 sweepers (O Stone, Rift, Ugin) and 3 is a good number. I like the diversity more than I like having a 2nd Ugin because the diversity means we can have Academy Ruins + O Stone lock, or use Rift early to bounce like a Tasigur or Blood Moon or whatever. 2nd Ugin I can see happening in a meta that has lots of midrange since Ugin just crushes any kind of creature deck and you cannot tutor Ugin so a 2nd copy makes a lot more sense than Slaver. WCE 2nd copy also makes a lot of sense since you will often want to run out a WCE into a potential path and you don't want that to be your last WCE if it does get pathed. Walking Ballista I don't see quite on the same powerlevel as the others but you can definitely try running more than one since it's cost is a little but more varied.

    Quote from Darkx87 »
    Platinum Angel. This one has me bothered. It seems like a vastly overpriced card for an effect that is often obliterated by the plethora of removal suites that are present in most, if not all decks. If you can set up to play the Angel and then protect it with counters, certainly, it presents another wincon. However, that would seem to be a much more expensive and unlikely setup to encounter than the traditional Mindslaver lock or Wurmcoil beats. It's something I'm considering removing because it doesn't seem to generate enough value to warrant keeping in the decklist. I'm not sure if others feel the same or have competing thoughts on this.
    I think Angel is actually really good these days and especially if you play 4 Chalice in the 75 because there are less removal spells that hit Angel since Fatal Push was printed. Chalice on 1 and Angel will be game against most decks game 1 and even if it's not a complete lock it will be unlikely for your opponent to have the removal in hand the turn you play Angel and if you untap... well they might have like 2-3 outs to draw into but you play like 10 counterspell to protect... so you are much more likely to find counterspell than they are to find outs.
    Posted in: Developing Competitive (Modern)
  • posted a message on [Primer] MonoU Tron - "The well-oiled machine"
    I've tried 2 Snap and didn't like it. Too often had Snaps stuck in hand too early without good spells or the mana to use Snap+Spell
    Posted in: Developing Competitive (Modern)
  • posted a message on [Primer] MonoU Tron - "The well-oiled machine"
    Basically every list is running 3 board wipes in 1 Ugin, 1 O Stone and 1 Rift. Some run 4. I don't think I've seen people run less than 3.

    Our interaction will often stop the opponent from establishing a huge board (Removal, Counterspell, Bounce)

    Furthermore a Wurmcoil Engine or Angel protected by Chalice or counterspells will make the opponents board irrelevant.

    If your meta demands it you can definitely play 1 more Ugin or if you are running lots of basics like I do, you could even think about Engulf the Shore or Ætherspouts... but really I don't see the need.
    Posted in: Developing Competitive (Modern)
  • posted a message on [Primer] MonoU Tron - "The well-oiled machine"
    Paying 1UU sorcery speed is really difficult. You will often not have 1UU on turn 3, and even more often you don't want to tap that mana sorcery speed.
    Posted in: Developing Competitive (Modern)
  • posted a message on [Primer] MonoU Tron - "The well-oiled machine"
    The downside is playing less tron lands which doesn't just reduce the chance of natural tron but hurts your overall consistency. You will assemble tron later, and when you do you will have less mana on average. I am not having any issues producing blue mana with 9 lands that tap for blue, 1 field of ruin, 1 gemstone caverns and 4 maps of course. How many blue sources are you running?

    I even think this manabase supports double blue spells very consistently.
    Posted in: Developing Competitive (Modern)
  • posted a message on [Primer] MonoU Tron - "The well-oiled machine"
    Please stop talking about Choke as if it's a real concern, Choke hasn't been a thing since Splinter Twin was banned and the same applies to Boil. Having basics for Blood Moon, Ghost Quarter, Field of Ruin, Path, Solemn, ... is a much bigger concern than Choke/Boil. You will have to fetch basics or rely on basics every other game. I haven't seen Choke or Boil in the last 1k matches played.
    Posted in: Developing Competitive (Modern)
  • posted a message on [Primer] MonoU Tron - "The well-oiled machine"
    Ugin can die pretty easily to man lands, bolt + snap + bolt, detention sphere, anguished unmaking, maelstrom pulse, etc. The important thing about Ugin is when he hits the board you will always be able to remove their boardstate and they still need to answer Ugin... So he is usually a X-for-1 even when answered.
    Posted in: Developing Competitive (Modern)
  • posted a message on [Primer] MonoU Tron - "The well-oiled machine"
    3rd or 4th Repeal is better than 2nd Rift
    So is 2nd Ugin.
    Posted in: Developing Competitive (Modern)
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