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  • posted a message on [Primer] MonoU Tron - "The well-oiled machine"
    I guess this can be useful. Tell me if you're thinking about a specific match-up.



    Gx Tron // Difficulty: hard game one, favourable post side.

    Good Cards: Land destruction of your choice (Field of Ruin, Ghost Quarter, Tectonic Edge), Mindslaver, Counterspells, Expedition Map, Chalice of the Void, Negate, Thirst for Knowledge, Gifts Ungiven

    Good Cards post sideboard: Crucible of Worlds, more land destruction, Spreading Seas, Surgical Extraction, more counterspells, Though-Knot Seer.

    Bad Cards: Repeal, Dismember (post side is a very decent card because of their Thought-Knot Seer from the board), Ugin, Condescend when not backed-up with some mana-denial strategy, Sundering Titan.

    General Tips: In the first game, we are the underdog. We should focus on ramping into Mindlock or killing them quickly with threats + counterspells playing the Tempo role. They are much more consistent than us, so our Expedition Map should priorityze mana-disruption lands rather than our Tron lands. Beware of the fact Condescend can turn dead very quickly, so sometimes is right to hit their ramp spells. Chalice*1 is strong, because they have 4+4 spheres, 4 Stirrings and 4 Maps all the time, plus some Relic maindeck very often. Post-side they also deal with Nature’s Claim. Postsideboard we have several strategies available: hitting a Tron land to Surgical it (pay attention to their Surgicals, because they can counter ours for free!), slowing them even more between Seas and Crucible, or playing even more into the Tempo game thanks to the TKSeers.




    Affinity // Difficulty: balanced game one, very favourable post side (my list) – slightly unfavourable game one, slightly favourable post side (standard list).

    Good Cards: Walking Ballista, Dismember, Repeal, Cyclonic Rift, Snapcaster Mage, Chalice of the Void (on the play, bad on the draw), Oblivion Stone, non-Tectonic Edge land-disruption (because of their manlands), Wurmcoil Engine, Platinum Angel.

    Good Cards post-sideboard: more Ballista, more Dismember, Spatial Contortion, Spell Snare, Spreading Seas, Engineered Explosives, Pithing Needle, Aetherspouts, Hurkyl’s Recall.

    Bad Cards: Sundering Titan, Remand (on the draw), Mindslaver, Solemn Simulacrum, Ugin, everything that it isn’t supported by low cc spells in the early stages of the game.

    General Tips: our gameplan generally focus around playing a bit of disruption in the early game, between counterspells, removals and bounce spells, then resolving/tutoring a Ballista and profit. They can’t beat that card, ever. Remember that it’s also an early removal on turn two if you need to kill an Overseer or something of the sort. Completing Tron fast and going for the O-Stone reset is also a plan. Remand is unexpectedly good on the play, better than Condescend, but it’s way worse on the draw. Every kind of mass removal is welcomed (not Ugin, obviously) so O-Stone, Explosives, Rift and such are all very good. Spreading Seas can help not dying by a manland left unchecked. Wurmcoil Engine deals with most of their threats, except infect ones and multiples Cranial Plating on the field. Chalice on one + Angel can also close the game, if they don’t draw Ancient Grudge.




    Abzan Vizier // Difficulty: favourable pre and post sideboard, expecially using my list (but it’s a good mu nonetheless for U Tron).

    Good Cards: Walking Ballista, Dismember, Wurmcoil Engine, Sundering Titan, Oblivion Stone, Ugin, Cyclonic Rift, Repeal, Snapcaster Mage

    Good Cards post-sideboard: more removals, more Ugins, Aetherspouts, Thought-Knot Seer (because it’s a good blocker and can take care of sb Path).

    Bad Cards: Chalice of the Void – and that’s it. Maybe counterspells when they already landed several threats or a Voice of Resurgence.

    General Tips: it’s very difficult to lose more than one game in the entire match against them. Your priority should be focusing on combo pieces, even if infinite life doesn’t kill you because of Slaver (or Jace, if you’re running it). Their race can be a problem if they’re able to resolve multiple Companies, but most of the time you will have enough blockers in the early game. By the time you’re able to land a huge Ballista or a Wurmcoil Engine, the game is probably over. Same goes for Ugin (pay attention to istant speed card, though!). Oblivion Stone does a great job at checking their threats, but beware of their recursive creatures (Finks, Voice). Tidehollow Sculler can be annoying – some lists are running it, so keep it in mind.




    GR Titanshift // Difficulty: slightly unfavourable preside, slightly favourable postside. My list performs worse preside, a little better post compared to your usual Shok’s.

    Good Cards: Condescend, Remand, Negate, Supreme Will, Thirst for Knowledge, Gifts Ungiven, land-disruption, Mindslaver, Sundering Titan, Snapcaster Mage.

    Good Cards post-sideboard: Thought-Knot Seer, more counterspells, Crucible of Words, Surgical Extraction, Disdainful Stroke.

    Bad Cards: Solemn Simulacrum, Dismember, Repeal, Chalice of the Void, Ugin. Everything that taps you out during your turn.

    General Tips: the first game is always not so bright. They already max out on threats, and we need to have the right counterspell at the right time. We can search throughout our deck casting Ballista for two and Repealing it at the end of turn – if they don’t Bolt it in response. Chalice is irrelevant, at most you can cast it for x=4 very late as an insurance vs Scapeshift, but they have lots of answers to that. Snare and Pierce are actually very useful in the early game, because they diminish their ramp spells number. A well-assested Mindslaver can close the game fast, ending it in one-go. Sundering and Wurmcoil are also good threats from our part, given that you still have to leave mana up when tapping for them. Try to kill them using their own spells, if possible (Titan or Scapeshift for Valakut and triggers), if you can’t, Scapeshift them for a huge one-sided Armaggeddon. TKSeer can also close the game quite fast postboard.



    Humans // Difficulty: slightly unfavourable pre-side, balanced post. My version has the upper hand between the two, because of the obvious removal package already in the maindeck.

    Good Cards: Dismember, Repeal, Walking Ballista, Wurmcoil Engine (even though it’s hindered by Reflector Mage), Platinum Angel (same issue), Oblivion Stone, Ugin, Cyclonic Rift, Snapcaster Mage. Diversity helps a lot because of Meddling Mage.

    Good Cards post-sideboard: Engineered Explosives, Spatial Contortion, Through-Knot Seer (both as a blocker and to get rid of Reflector Mages), Aetherspouts, All is Dust (as usual, diversity helps). Sometimes Spreading Seas.

    Bad Cards: Chalice of the Void, counterspells, Mindslaver.

    General Tips: Aether Vial is enemy number one, so you should Repeal it away as fast as possible, even if that means letting their creatures ping you in the meanwhile. They have so many interactions against us, so our best bet is to slow them down with some bounce spell or removal, build up our Tron the fastest we can, then topdeck a bomb they didn’t already see in our hand (thanks to their Duress creatures) like Oblivion Stone, Ugin, Walking Ballista. Their Thalias are the most dangerous threat to us. Post side, remember that you can use Engineered Explosives for two with two mana even with a Thalia on the field (thanks to sunburst) and that allows us to fight them properly. Try to keep a Ballista on the field long enough, and you will be victorious.


    Mardu Tokens // Difficulty: slightly favourable pre-side, balanced post.

    Good Cards: Oblivion Stone, Ugin, Cyclonic Rift, Walking Ballista, Condescend, Remand, Negate, Snapcaster Mage, Repeal, Wurmcoil Engine, Sundering Titan, Karn.

    Good Cards post-sideboard: Engineered Explosives, Spell Pierce, sometimes Spell Snare if they are high on cc2 (some versions play, other than Young Pyromancers, the full set of Collective Brutality in the sideboard, Stony Silence or Dark Confidant – so I would certainly bring them in).

    Bad Cards: Chalice of the Void (they play several Kommands and other artifact hate, and we only care about their “cantrips”, because Bolt isn’t really a thing against us and discard spells do nothing vs our superior topdeck – some people are going to oppose this statement, but hey, at each its own), Platinum Angel.

    General Tips: this match-up is very close, even though I have a good win ratio against them. You should always remember that Blood Moon on their part is the weakest threat they can play against you, but be prepared to fetch for an Island if you need to. We can totally survive without Tron, even if they start cycling Fulminators. As soon as we are alive, we can always dig throughout our library looking for a sweeper. Ugin is tremendous versus them, but they can present several Dreadbores to fight planeswalkers. On the other hand, they are usually soft to Wurmcoil, because they rarely play the full set of Path to Exile. Ballista is the usual semi-god here, fighting Lingering Souls tokens and Young Pyro. Surgical Extraction from their board can be an annoyance. Slaughter Games is the worse card we can face – expecially when it’s going for our Wurmcoils – and Stony Silence should always be a concern for us.



    Jund // Difficulty: balanced pre and post sideboard.

    Good Cards: Dismember, Repeal, Remand&Condescend (on the play), Ugin, Oblivion Stone, Walking Ballista, Wurmcoil Engine, Sundering Titan, Thirst for Knowledge, Snapcaster Mage, Karn, Solemn Simulacrum.

    Good Cards post-sideboard: Spatial Contortion, Spreading Seas.

    Bad Cards: Chalice of the Void, Platinum Angel, Remand on the draw.

    General Tips: resolving a Wurmcoil Engine should be prioritized over anything else, here. They are generally able to anwer him with double or triple removal (Liliana + 2 Push/Bolt, or Terminate + Pulse) but they also spend a lot of resources in doing so. Ballista escalate quite well in the entire game, from killing Dark Confidant on turn two to kill the opponent with a Confidant on the field when in Tron-mode. Ugin is your best overcoasted spell, and recurring O-Stone can also be a route for the final victory. Beware of their animate lands, as even if we can keep the board clear they hit very hard. The ******* big elf changed this matchup, as now it’s way harder for us. Spatial Contortion, which I wouldn’t even bring post board in the past, is now a must have. Elf into Fulminator or Liliana is extremely dangerous. Kill Confidant on the spot – unless the opponent is already low on life – and don’t let your Mindslaver be removed by Ooze, as it’s one of your best win-con when you’re in Tron-mode.



    Jeskai Control / Slightly favourable preside, balanced post.

    Good Cards: Remand, Negate, Condescend (not always), Mindslaver, Ugin, Karn, Thist for Knowledge, Sundering Titan, Gifts Ungiven, Chalice of the Void, Snapcaster Mage.

    Good Cards post-sideboard: Spell Pierce, Spell Snare, Crucible of Worlds, Thought-Knot Seer, Chalice of the Void. Maybe Spreading Seas and Surgical Extraction.

    Bad Cards: Cyclonic Rift, Platinum Angel, Condescend (out of Tron, during the late game), Repeal.

    General Tips: again, the match-up is worse than we were used to. Field of Ruin, Search for Azcanta and Jace, the Mind Sculptor really improved their game against us. That said, we still have an edge in game one, before they start boarding out useless stuff for hate like Sphere, Stony Silence and Surgical. Mindslavering them it’s the safest route in game one, while it’s very difficult to do so in game two/three because of their hate. Karn is actually pretty good here, so are TKSeers from the board. We should focus our gameplan less on Tron lands after the first game, and TKSeers are able to transform our library into a Tempo deck. Landing Wurmcoil protected by TKSeer or Chalice is another way to gain an edge. Mindslavering them even once it’s often good enough because of the way their deck is configured. Their plan of burning you out is still valid, so beware of the usual Bolt-Snap-Bolt. Walking Ballista does a great job at dealing with bodies (Snap and Ballista) but they are also an answer to pesky planeswalkers. Remanding your own spells is the usual way you geta head vs them. Dismember is a good way to deal with their Colonnades in game one, even though they are painful.



    Burn / Difficulty: unfavourable preside, slightly favourable post. Pierakor’s version is usually better suited to fight Burn compared to the others, and it can turn out as a slightly favourable match-up.

    Good Cards: Condescend (to a certain extent), Negate, Wurmcoil Engine, Repeal, Chalice of the Void, Snapcaster Mage, Platinum Angel.

    Good Cards post-sideboard: Spatial Contortion, Chalice of the Void, Engineered Explosives, Spell Snare, Spell Pierce, Spellskite. Depending on how many slots you have TKSeer and Spreading Seas.

    Bad Cards: Sundering Titan (good, but soo slow), Solemn Simulacrum, Remand, Ugin, Oblivion Stone, Karn, everything too slow.

    General Tips: Wurmcoil Engine and Chalice of the Void is how you generally win this match. Platinum Angel is very strong in game one, while in game two and three it’s very vulnerable to Path and shatter effects (still strong, though). Chalice is good both on one and two. You shouldn’t board out Maps because it’s important to land a Wurmcoil on turn three or to cast a Ballista killing their creatures (expecially Eidolon). We can’t deal with their best starts, so it’s really up to them more than to us. Postboard cheap disruption helps a lot, because Contortion, Snare and such are game changing, when in the few turns we generally spend our mana in do-nothing cards. Snapcaster as an Ambush Viper is very strong to stay alive. That’s what we have to do, after all: staying alive.




    Grixis Death Shadow / Difficulty: from unfavourable to favourable, totally dependant by your configuration and theirs.

    Good Cards: Wurmcoil Engine, Dismember, Repeal, Cyclonic Rift, Chalice of the Void, Sundering Titan, Oblivion Stone, Ugin, Solemn Simulacrum, Walking Ballista when they are low on life.

    Good Cards post-sideboard: Engineered Explosives, more Chalice of the Void.

    Bad Cards: counterspells, because they pack cheaper permission.

    General Tips: it’s really up to what the opponent is playing. If he run several Ceremonious Rejection and the full Stubborn Denial package, it’s not easy to end up victorious (also because they can recycle these spells with Snapcaster for a cheap price). They present a rapid clock, and have a lot of disruption in both counterspell and discards. On the other hand, resolving a Chalice#1 it’s often game winning, unless they have exactly that Kolaghan’s Command in their hands. Wurmcoil Engine is something that they simply cannot beat, on the field. Ballistas are good because in the early can deal with their Snapcasters (bodies, they matter) and when they’re low enough we can kill the opponent on the spot. Engineered Explosives from the sb are a good answer to Shadow. Beware of Disdainful Stroke.


    UR Storm / Difficulty: favourable pre-side, favourable post.

    Good Cards: Remand, Condescend, Negate, Dismember, Snapcaster Mage, Mindslaver, Chalice of the Void, Thirst for Knowledge, Gifts Ungiven.

    Good Cards post-sideboard: Spell Snare, Spell Pierce, more Chalice of the Void, Thought-Knot Seer, Surgical Extraction, Relic of Progenitus.

    Bad Cards: Ugin, Wurmcoil Engine, Sundering Titan, Solemn Simulacrum, everything that taps you out during your turn. Ballista can deal with tokens, so it’s good enough. Repeal is decent pre-side, not so good post (even if they sometimes run Moon).

    General Tips: Chalice of the Void on two is most often then not a game winner. Same goes for Mindslaver (it’s very pleasant being able to combo off using their own resources). Dismember deals with their engines, and Remand with flashbacked Past in Flames. If you have Surgical in your hand, sometimes it’s better to let their Gifts resolving. Beware of the “alternative plan” consisting of Empty the Warrens and Blood Moon. You should always keep some answers in the deck, even though most of the time they will try to go for the Storm plan.





    Thanks my Friend!
    Posted in: Control
  • posted a message on [Primer] MonoU Tron - "The well-oiled machine"
    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.
    Posted in: Control
  • posted a message on [Primer] MonoU Tron - "The well-oiled machine"
    I really need get some copy's of Karn, Scion of Urza
    Posted in: Control
  • posted a message on [Primer] RUG Scapeshift
    As a new Scapeshift player, i have a noob question.

    Hunting Wilds its just a 4 mana ramp, or its used as win con too?

    Posted in: Combo
  • posted a message on [Primer] Infect
    Quote from Slowgod »
    Post your decklist, that would help us give you a SB plan and maybe advice on the main too. Spellskite is good against all of those, against Jund, Nahiri, Delver and Burn you want all the counterspells you have. Grafiggers Cage vs Grixis and Nahiri, Finks only really vs Burn and prolly zoo. Affinity is pretty obvious.


    Im using Owen's list =)

    I think that i know more or less what to put in, but sometimes as a new infect player i strugle to board out.
    Posted in: Aggro & Tempo
  • posted a message on [Primer] Infect
    Quote from KeMT »
    Quote from raphaludo »

    Im here to ask you guys Help about the SIDEBOARD PLAN!

    As i just sayd, im a new player of this beatiful deck, and i didnt found that much stuff about side boarding Infect =/

    Can any good soul post a side board plan here with the main matches? I think it could be usefull to a lot of people, since as Sideboarding is such important thing =)

    Thank you =)


    Check out the last page (136) I posted some few advices that may help you, If you have more specific questions it would be easier to give you an answer.

    Quote from berto1011 »

    Hi, I 've been playing infect several months and still have enough trouble against jund . I need advice when making mulligans ( on draw / on play ). When do all in ...


    Jund is a terrible matchup, don't expect to win a lot vs Jund, if you have many Jund in your meta you can dedicate some slots in your sideboard (Thrun, Carrion Call ...) to improve the matchup but overall it's all about overspeed them and having the right cards at the right moment.

    I think the number one rule about mulligan with infect should be "don't keep a hand without an infect creature except vs jund".
    We can't really avoid to let them dilute our game plan with discard and one for one removal, so I'd rather keep a 7-6 cards "good" hand without any infect creature than going down to 5 with a potential turn 2 kill.

    There is no real rule about when you go all in, I would say you consider it when you can guess that there is no way you'll be able to win if you don't :
    - let's say you have blighted on the field and only one card (+4/+4 pump spell) in hand, they already have 5 poison counter, bob on the field, a Liliana with 2 loyalty, one red mana up open and a bunch of cards in hand, in this situation there is no way you can win if you don't go all in, their only out is Bolt, if they have it you lost anyway, if they don't have the bolt either you win now or you'll never be able to come back. You can always think that if you draw a nexus and an other land you can kill with the nexus later but you'll be way too far behind for this to happen.

    It's a pretty obvious situation there but the same reasoning goes for every situation, most of the time I try to consider what they could have more than what I could draw, just keep in mind that we can't play around everything, so analyse each situation and try to calculate your chances of winning if you don't go all in, don't be hasty and fall into their trap if you see a break tho, keep calculating your chances of wining if you don't go for it.

    I didi read my friend, and was very usefull, but maybe one sideboard plan that the people could check would be very nice (:
    Could you do one quick for us? just against Grixis delver, Jund, Uwr Nahiri, Burn / zoo, affinity.

    Posted in: Aggro & Tempo
  • posted a message on [Primer] Infect
    Hello Guy's,

    i'm a brand new Infect player (: I just trade my Affinity for an Infect deck, because i aways wanted to play Infect and Robots was not that fun to play.

    Im here to ask you guys Help about the SIDEBOARD PLAN!

    As i just sayd, im a new player of this beatiful deck, and i didnt found that much stuff about side boarding Infect =/

    Can any good soul post a side board plan here with the main matches? I think it could be usefull to a lot of people, since as Sideboarding is such important thing =)

    Thank you =)
    Posted in: Aggro & Tempo
  • posted a message on [Primer] MonoU Tron - "The well-oiled machine"
    Quote from kharniverous »
    yeah my computer updated windows 10 and nothing has worked right since.. i'll get back to streaming soon hopefully. Check this out though..... We can cast gifts ungiven turn 2 on the draw game 1 v jund. lol..We ended up slaver locking him legit t4 w/ ruins. It was AWESOME.

    This 75 is hell of fun to play. Gifts is one of my favorite cards of all time. It might not be the greatest in modern right now, but it does up the "fun" even strategic level quite a bit. Same w/ the trinket mage idea. I just want to keep trying different things.. I think we have proven the concept of U tron is competitive. I just can't get away from the base of 4 remand, 4 condescend, 4 thirst, 4 map, 2 slaver, 1 titan, 1 wurmcoil, 1 platinum, 1 snapcaster, 3 repeal, 2-3 talisman, 1 oblivion stone, 2-3 treasure or trinket mage , fabricate. This foundation alone has proven it can win modern games.



    You remember the 4 cars you picked?
    Posted in: Control
  • posted a message on [Primer] MonoU Tron - "The well-oiled machine"
    I think some times i miss the mana fix some times, but the thing in the interation in the first rounds! really makes the diference to survive till your tron (:

    chalice on 1 and than Plat Angel is the best whey to win G1. But you know, its really hard against burn =/
    Posted in: Control
  • posted a message on [Primer] MonoU Tron - "The well-oiled machine"
    Sorry, i was tired and didnt formated the list. Thanks for doing that (:

    Normaly i remove the remand when im on the DRAW, and keep some when i am on play.

    I think i should chalice on 1 against Soul Sisters too, my mistake =/
    0
    Posted in: Control
  • posted a message on [Primer] MonoU Tron - "The well-oiled machine"
    FNM today guys, went 4-1 , 4th place (22 people)

    I aways played my deck very similiar to Shoktroopa's deck. I think it's very solid.




    1 Match: Burn (2-0)
    First round i counter some dmg and eidolons and played Angel with chalice on 2 backup.
    Game 2 was pretty easy, with Spatial Contortion with removal at T2 and T3 Wurmcoil.
    In: 2 Spell Pierce, 2 Spell Snare, 3 Spatial contortion, 1 chalice, 1 wurmcoil
    out: 1 Mindslaver, 1 Sundering Titan, 3 talismans, 1 O-stone, 2 remands

    2 Match: Kiki-kord (2-0)
    G1 i counteder his stuff until i lock him with mindslaver, he got me 6 life hiting with some creatures.
    G2 was a little bit harder, i played a plat angel, and we chorded for Reclamation sage to kill it, instead of getting kiki (he already had resto angel in play). That game i got 5 life too, and i locked him again eventually (:
    in: 3 Spatial contortion, 2 Spell Snare, 1 Wurmcoil
    out: 3 Talismans, 2 chalices, 1 thirst

    3 Match: Mono gree infect (2-1)
    He started G1 with glistener elf, and turn 2 swing for 8 poison and then he killed me t3. Was ridiculous fast.
    G2 i started hand with dismember and spatial contortion. I killed his creatures and controled the match with a chalice for 1.
    G3 was pretty the same thing, i got dismembers and Spatial for the beginn, and chalice for 1 later, with wurmcoil and plat angel on the board.
    in: 2 Spell Snare, 2 Spell Pierce, 3 Spatial Contortion, 3 Dismembers, 1 Chalice
    out: 1 Mindslaver, 1 Sundering Titan, 1 Map, 3 Talismans, 1 Thirst, 2 Remands, 1 solemm, oblivion stone

    4 Match: Soul Sisters (0-2)
    G1 he started and drop turn 1, turn 2 and 3 creatures with life gain and counters, and he won turn 5 pretty easily.
    G2 i controled the game removing his firsts creatures and then Chalice on 2. I had on the tablem Wurmcoil, Plat angel and treasure mage. I drew just lands in a roll and he 3 paths in a roll: l, wo took care of my creatures and he resolved 3 tokens fly for 3 mana and killed me with them 0.o I think i was very unlucky this game, could certanly win =/
    in: 3 Dismembers, 3 Spatial contortion, 2 SpellSnare, 1 Wurmcoil, 1 chalice
    out: 3 Talismans, 1 Mindlaver, 1 Sundering Titan, 2 remands, 1 Sollem, 1 thirst


    5 Match: Scapeshift (2-0)
    Its a very good matchup for us, so as you can imagine, i counted his things, got my tron, and played Sundering titan or Mindslaver for the win
    in: 2 Spell snare, 2 Spell Pierce
    out: O-stone, Ugin, 2 chalices

    Posted in: Control
  • posted a message on [Primer] MonoU Tron - "The well-oiled machine"
    Pierakor did (5-0) yesterday.

    http://www.mtggoldfish.com/deck/393393#paper
    Posted in: Control
  • posted a message on [Primer] MonoU Tron - "The well-oiled machine"
    Hey guy's, what you sugest against a field with a lot of burn decks? Im playng shoktroopa list.

    Im thinking put one or two Chalice of the void main deck, maybe trinket mage too.

    Posted in: Control
  • posted a message on [Primer] MonoU Tron - "The well-oiled machine"
    I loved to read that, seems that you just read my mind and put it here hahaha
    My list is almost yours, but my SB is a little bit diferent:

    1x Dismember
    2x Chalice of the Void
    1x Pithing Needle
    1x Relic of Progenitus
    1x Wurmcoil Engine
    1x Trinket Mage
    2x Spell Snare
    1x Crucible of Word
    2x Spell Pierce
    2x Bottle gnomes (to much burn in my local store)
    1x Aetherize
    Posted in: Control
  • posted a message on [Primer] MonoU Tron - "The well-oiled machine"
    It seems hes playing Scapeshifft
    Posted in: Control
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