I think that was the old rules (before I got back into playing). I believe the current one is here:
From the Comprehensive Rules (Rivals of Ixalan (January 19, 2018))
704.5j If a player controls two or more legendary permanents with the same name, that player chooses one of them, and the rest are put into their owners’ graveyards. This is called the “legend rule.”
1. Yes (assuming you haven't played your land for the turn)
2. You can use the original garruk's ability then cast the second one (and keep him) and then use the second garruk's ability as well.
3. You can put the new garruk wildspeaker into play - and choose which one you would like to keep (likely the new one since you want to interact with it). Then you can use him after G.Wave fully resolves.
Timestream Navigator and Ajani, Valiant Protector makes an infinite combo when they have been assembled together (assuming no other creatures in the deck). While on MTGO, the deck is possible to play because shuffling is instant - in paper it would be much harder. My question is:
When you have Timestream Navigator and Ajani, Valiant Protector and demonstrate the loop in paper form. Are you able to shortcut to the end part of the loop where you have only timestream navigator in your library, 7 cards in hand, and X counters on Ajani?
Or are you required to play it out each time while shuffling?
Hazoret the Fervent looks really cool. I want to try him her in the red splash.
Also loved the look of this creature. We are always going to be low on cards and having an indestructible beatstick is pretty power. Shame about the cost of 4 mana - would have prefered to have it at 3 so it fall close in line with our other spells.
I'll finally get around to finishing my 8 Rack deck (mono-black for now). LoTV has been the card I have been waiting on to go from Budget - Full. Hopefully see a nice price point of around $50 for her but I am pretty happy with $60 and below.
202.3b When calculating the converted mana cost of an object with {X} in its mana cost, X is treated as 0 while the object is not on the stack, and X is treated as the number chosen for it while the object is on the stack.
Endless Ones (X>=7), Titans, All is Dust, Deceiver of Form are all Sanctum of Ugin enablers in my deck for example. Super useful for fetching a titan if I have Tron or Reality Smasher if I am mana limited.
And another good finish. Really thinking about picking up the deck, looks fun. But how does the deck play compared to regular Tron? As in, how are openers kept now that you don't have stirrings or sylvan scrying, etc...
It depends on the version of the deck that you are playing. If you are going with a full set of Endbringers/Chalices, your goal is to play highly efficient creatures while controlling your opponent with chalice/removal/and board clears. The ability to close out the game usually comes down to your 5/5s (Reality Smasher/Endbringer) while the Titans are a bonus if you hit fast tron.
The other version is more aggressive using Mimics/Endless Ones and mana acceleration to speed up the game. Close to the ideal play is something like this;
T1: Mimic, T2: TKS (Swing for 4), T3: Reality Smasher (Swing for 14) - Basically dead if they run shocks/fetches. If not you have basically swung with only 4/4,5/5 stat-line early in the game which most people can't effectively block without making bad trades (additional the TKS rips a card from your hand which they aren't getting back anytime soon). It has its own weakness of being less consistent and lighting bolts/path to exile still slows it down. Beyond that your core creature base is fantastic (Reshapers/TKS/Reality Smasher); I usually save Endless Ones to become at least a 4/4 or higher (ideally using them for Sanctum Triggers as 7/7 or silly games where I make 11/11 from them).
My ideal opening is at least 3 mana (temple/other land) or two ursa plus map. I'll keep 3 normal lands (urza without map/utility lands) if the rest of the hand has a way to stall out the game until I draw into something (Removal, Reshaper, Mimic, etc). The best/worst part of the deck is the opening hands since we depend on certain lands and have a high average CMC. There is ways to make this better (green splash) but I think running chalice of the void helps a lot to slow down other decks. I haven't decided if I want to buy a play-set at the current prices.
Proceeded to go 2-0,2-1,2-1. The first game was against a mono-blue control deck (brew) - apparently bad draws on his part but his opening hands were extremely high CMC so I was able to tear apart his hand with TKS and fast mana. Beat-down with the core crew (Mimic, Reshaper, TKS, Reality Smasher) before he could get anything going both games. Second game was against a B/W Lifelink/Flyers deck. I lost a game due to not reading a card and getting beatdown by a 6/5 Flyer Lifelinker but the other games went fairly well. First game with natural tron; big mimics and reality smashers while the third game I was able to cast both of my titans to seal out of the game (one drawn, one Conduit of Ruin). My last game was against Eldrazi & Taxes which was extremely close.
The first game was pretty much a blowout - kept a one lander with Eldrazi Temple + removal. Got my removal stolen and then got ghost quartered with arbiter out AKA stuck on one land and proceeded to concede. Second game, two tron + map into the aggro plan. Drew into natural tron anyways and proceeded to close out the game by dropping 3 TKS, All Is Dust, and a Smasher. Last game was extremely grindy (ended up at 2-3 life and took him down from 16 life). I was able to stabilize at the end of the game due to drawing higher value cards each turn when we were hellbent. He was trying to keep me off of fast mana and the two basic wastes were life-savers in this matchup with Path to Exile + Ghost Quarter. Played a 4th and got blown out by his good curve while mine was too high. Certainly a matchup that could go either way.
My sideboard method is usually based if a game will go long or short. If I know my opponents deck is a very low curve deck then I usually forgo a lot of the top end and try to play lower to the ground, on the flipside if I don't think I can win with mimic then they are the first to go with Endless Ones being the flex creature that gets removed. I almost never remove the core creatures (Reshaper, TKS, Reality Smasher) and usually find myself looking for Ratchet Bombs.
As for changes I would like to make to the deck or test. I would like to try Basilisk Collar in the mainboard for the ability to lifelink with our creatures, new Eldrazi in the 7-9 flex spot (Deceiver of Form is there currently), and switching out of the Conduit of Ruinx2/DoF for 3 Endbringers. When I have some time this week I'll be testing Distended Mindbender in the flex spot - it has synergy with the Urborg I already run and it is basically a guaranteed 1 for 1 with its discard ability (or better). It is disappointing that Emerge wasn't an instant ability allowing us to dodge removal with the sacrifice...or the fact that all of the new Eldrazi are very overcosted for the stat-line. Interesting enough; it may be a good way to get value out of a Matter Reshaper that was previous cast. Sacrificing Reshaper for Distended Mindbender give us a cost of 2BB.
Edit: If we sacrifice TKS to Distended Mindbender, we get to put the draw a card before the discard trigger right?
Newmarkul on the other hand looks quite interesting to test with. Casting this on T4-T5 when most other decks want to be winning could be extremely decisive.
Played a game with a proxy copy of new Emrakul against (Naya)Burn yesterday. Burn 5 life, me 4 life, hard cast new Emmy. Forcing Burn to crack a fetch for a land on the end of my turn so I wouldn't crack it for a shock land on my Mindslaver turn. Burn draws a Boros Charm. Game over for Burn. Can't tell you how many games I've lost to Boros Charm. Poetic justice.
I haven't had the chance to playtest with him at all. What do you normally find yourself casting him for?
Interesting approaches to both of these decks is cutting out Mimics/or Endless Ones (our aggro/pressure tool) for a better midrange game with Endbringers and Spellskite (to help with bad match-ups). Also I really like the Basilisk Collar tech. for the deck as well since there is often times I wished I had a little bit of lifelink to keep the game going longer. Additional Chalice of the Void is just so good. I would love a reprint on it and Spellskite so I could do more testing with these.
The general vibe I am getting is the deck should be focused towards an aggressive aggro game with mana acceleration/mimics or a mid-range variant that cuts out the mimics/mana acceleration for a little more removal/better midrange creatures. I am interested if Conduit of Ruin is even worth having around. Wish I had more time to play test all the variations.
I think they are interesting but I struggle to see a place for them in our decks. Even more so after going to a larger tournament last weekend (~140 people) where I was constantly fighting to achieve the mana-base for our higher costing threats. Sometimes it can be a struggle to find the mana for even a Reality Smasher or Conduit of Ruin before Affinity, Burn, and other decks can either disrupt us or kill us outright. Both Lashweed Lurker and Elder Deep-Fiend are overcosted for their stats, aren't playable on T3, would require at least a few temples (and more land on top of that), and the benefit of their abilities isn't gamebreaking. Elder Deep-Fiend reminds me of Mistbind Clique but doesn't fly, has a small gain in power/toughness but cost double. Lashweed Lurker has a worst statline than Reality Smasher, and effectively denies a draw step which isn't going to help you get your board back on track by the time you can cast 8 mana. For 8 colourless mana, I rather have an Ugin which is effectively going to act as a boardwipe/or removal/free lightning bolts.
Our creature package has a simple vibe; good statline - powerful effects
Mimic (2) - 2/1; Can grow in power/toughness for a turn
Reshaper (3) - 3/2; Aggressive piece that can trade and replace itself
TKT (4) - 4/4; Ability to remove a card for a draw when it dies. Avoids most damage removal
Reality Smasher (5) 5/5; Haste+Trample + Soft protection against removal
6 cost flex - RoC/Endbringer; 5/5, all with some kind of added bonus
If I am paying 7 or more mana for something, it needs to be very impactful. Wurmcoil Engine is pretty much the creature we would love to have as an Eldrazi. Good statline, hard to removal, prolongs the game. What I would like to see? Pay 7, 5/5 Lifelink+Flyer. Or a cheaper variation to round out our 4/5 drops more. We suffer against not being able to prolong the game against decks faster than us (unless we hit our removal) and getting something into the air would be nice.
I would kill for a good 7 drop. Running Deceiver of Form right now as a 1-of but imagine if we could have a colourless threat at 7 that was in-line with World Breaker. Synergy with Sanctum as well; we could hard cast it on T3 with natural tron (or map+tron). Something with a cast trigger or a form of protection; it would give EldraziTron our Wurmcoil Engine that Tron has.
Good card is good, but I'm much more interested in the implications of even more (possibly cheap) Eldrazi coming into Modern.
I am particularly interested in this point for EldraziTron - if we get a few more cards like TKS or Reality Smasher we might be able to hit critical mass on our lower cost threats. The other issues with the deck is the lack of options for colourless spells; more Eldrazi Spells (so we could tap Temple for them) would be amazing. Like All is Dust but lower cost version of typed removal. Spatial/Warping Wail suffer from not being typed.
Edit: I certainly hope that the horror-fused angelthing turns into an amusing 6-8 drop. It would give me such glee to drop it on people.
New colourless cards : D Super excited to see what the upcoming set holds for us.
Had the chance to head out to a tournament during the weekend and proceeded to go 1-3 (meh). Had some pretty poor luck for most of the day (didn't win a single die roll to play) and a few close games that could have gone either way. (Overall; 1-2, 0-2, 1-2, 2-1). Random thoughts; I'll be increasing my Mimics from x2 to x4. The core of the deck has always been TKS - Reality Smashers, I rather have things that synergies with them than dropping a filler endless one at 3/3 or whatever. Also need to remind myself to announce mimic triggers for people, otherwise they don't count. Oh well, nitpicky magic is something that certain people love to play. Not my particular cup of tea, but that is the nature of the beast.
On the other note, I finally decided to order the rest of the deck online since all of the LGS I frequent doesn't seem to have any Ghost Quarters or Relics which has been frustrating. Lots of Tron/Blood Moon around so I think the Ghost Quarters are extremely important for us in both situations (stopping Tron/finding a basic for ourselves).
Still around; been fairly busy of late so I haven't had the chance to play a ton. Played a FNM Modern two weeks ago and went 3-1; the deck performed well in general and the lost match certainly could of been a win depending on draws. Ended up beating Tooth and Nail, Amulet of Vigor (Land Deck; Combo Thing), and a R/U Combo Homebrew. Lost to Breachshift which felt pretty bad in general since each time the game went fairly long and I just didn't draw into anything relative for the board state (Being at 9 mana with Ulamog in hand, and no land drops for multiple turns feels bad). Biggest issue I had was closing out the game with early aggression since Sakura-Tribe Elder ramp/chump proved very effective. Also getting Worldspine Wurm for 15 into 3 5/5 on turn 3/4 feels bad.
Other than that match, the deck felt really good overall. Even won through a blood moon with some good draws into my Wastes in the Tooth and Nail game. All is Dust was an all star in several matches (except for Breachshift where it never showed up >_< I needed you), either causing a board wipe for my opponent to delay or outright winning the game when it is cast. Loving the deck; I really need to buy some Ghost Quarters to replace 1-2 of my utility lands so I can crack it on myself to find a Waste. Running 2 Waste in the mainboard also has been very beneficial since Blood Moon and Path to Exile are rampant.
Further thoughts; I feel like I often side out my Mimics (currently playing with 2) for my sideboard in favour of playing a longer control game but I have a feeling that it would be better to keep them and side out the Endless Ones instead. The 6&7 slot package is something that I have been mulling over awhile;
Currently I run Conduit of Ruin x2, Endbringer x1, and Deceiver of Form x1. Tempted to drop that down to Conduit of Ruin x2, and add in the x2 Mimic in the bottom slot. I win a vast majority of my games simply off Though-Knot Seer and Reality Smashers. The higher end package seems like overkill for Modern (we are already "bigger" than most decks) and don't have the options against a real control deck. It seems I am trending towards a mid-range shell for the mainboard, then sideboard options between control (when playing against decks faster than us) or aggro (when playing against decks slower than us).
Going to play against this weekend and then work towards the next version for tuning depending how I feel it goes.
From the Comprehensive Rules (Rivals of Ixalan (January 19, 2018))
704.5j If a player controls two or more legendary permanents with the same name, that player chooses one of them, and the rest are put into their owners’ graveyards. This is called the “legend rule.”
Source: https://mtg.gamepedia.com/Legendary
MTG Article: https://magic.wizards.com/en/articles/archive/making-magic/legendary-rule-change-2013-05-23
It is a common occurrence in 8 rack to -2 Lily and then play another for the +1.
2. You can use the original garruk's ability then cast the second one (and keep him) and then use the second garruk's ability as well.
3. You can put the new garruk wildspeaker into play - and choose which one you would like to keep (likely the new one since you want to interact with it). Then you can use him after G.Wave fully resolves.
Timestream Navigator and Ajani, Valiant Protector makes an infinite combo when they have been assembled together (assuming no other creatures in the deck). While on MTGO, the deck is possible to play because shuffling is instant - in paper it would be much harder. My question is:
When you have Timestream Navigator and Ajani, Valiant Protector and demonstrate the loop in paper form. Are you able to shortcut to the end part of the loop where you have only timestream navigator in your library, 7 cards in hand, and X counters on Ajani?
Or are you required to play it out each time while shuffling?
Also loved the look of this creature. We are always going to be low on cards and having an indestructible beatstick is pretty power. Shame about the cost of 4 mana - would have prefered to have it at 3 so it fall close in line with our other spells.
The CMC of Endless One when it is on the stack is the X mana cost you have paid for it. Otherwise (battlefield, graveyard, hand) it is zero. https://www.reddit.com/r/magicTCG/comments/40yd72/cmc_question_on_kozileks_return_and_endless_one/
202.3b When calculating the converted mana cost of an object with {X} in its mana cost, X is treated as 0 while the object is not on the stack, and X is treated as the number chosen for it while the object is on the stack.
Endless Ones (X>=7), Titans, All is Dust, Deceiver of Form are all Sanctum of Ugin enablers in my deck for example. Super useful for fetching a titan if I have Tron or Reality Smasher if I am mana limited.
It depends on the version of the deck that you are playing. If you are going with a full set of Endbringers/Chalices, your goal is to play highly efficient creatures while controlling your opponent with chalice/removal/and board clears. The ability to close out the game usually comes down to your 5/5s (Reality Smasher/Endbringer) while the Titans are a bonus if you hit fast tron.
The other version is more aggressive using Mimics/Endless Ones and mana acceleration to speed up the game. Close to the ideal play is something like this;
T1: Mimic, T2: TKS (Swing for 4), T3: Reality Smasher (Swing for 14) - Basically dead if they run shocks/fetches. If not you have basically swung with only 4/4,5/5 stat-line early in the game which most people can't effectively block without making bad trades (additional the TKS rips a card from your hand which they aren't getting back anytime soon). It has its own weakness of being less consistent and lighting bolts/path to exile still slows it down. Beyond that your core creature base is fantastic (Reshapers/TKS/Reality Smasher); I usually save Endless Ones to become at least a 4/4 or higher (ideally using them for Sanctum Triggers as 7/7 or silly games where I make 11/11 from them).
My ideal opening is at least 3 mana (temple/other land) or two ursa plus map. I'll keep 3 normal lands (urza without map/utility lands) if the rest of the hand has a way to stall out the game until I draw into something (Removal, Reshaper, Mimic, etc). The best/worst part of the deck is the opening hands since we depend on certain lands and have a high average CMC. There is ways to make this better (green splash) but I think running chalice of the void helps a lot to slow down other decks. I haven't decided if I want to buy a play-set at the current prices.
4 Endless One
4 Eldrazi Mimic
4 Matter Reshaper
4 Thought-Knot Seer
4 Reality Smasher
2 Conduit of Ruin
1 Deceiver of Form
1 Ulamog, the Ceaseless Hunger
1 Kozilek, the Great Distortion
Lands
4 Eldrazi Temple
4 Urza's Mine
4 Urza's Power Plant
4 Urza's Tower
1 Sea Gate Wreckage
1 Urborg, Tomb of Yawgmoth
2 Sanctum of Ugin
2 Ghost Quarter
2 Wastes
4 Expedition Map
3 Dismember
3 Spatial Contortion
1 All Is Dust
2 Ratchet Bomb
4 Warping Wail
1 All Is Dust
2 Gut Shot
3 Pithing Needle
3 Relic of Progenitus
Proceeded to go 2-0,2-1,2-1. The first game was against a mono-blue control deck (brew) - apparently bad draws on his part but his opening hands were extremely high CMC so I was able to tear apart his hand with TKS and fast mana. Beat-down with the core crew (Mimic, Reshaper, TKS, Reality Smasher) before he could get anything going both games. Second game was against a B/W Lifelink/Flyers deck. I lost a game due to not reading a card and getting beatdown by a 6/5 Flyer Lifelinker but the other games went fairly well. First game with natural tron; big mimics and reality smashers while the third game I was able to cast both of my titans to seal out of the game (one drawn, one Conduit of Ruin). My last game was against Eldrazi & Taxes which was extremely close.
The first game was pretty much a blowout - kept a one lander with Eldrazi Temple + removal. Got my removal stolen and then got ghost quartered with arbiter out AKA stuck on one land and proceeded to concede. Second game, two tron + map into the aggro plan. Drew into natural tron anyways and proceeded to close out the game by dropping 3 TKS, All Is Dust, and a Smasher. Last game was extremely grindy (ended up at 2-3 life and took him down from 16 life). I was able to stabilize at the end of the game due to drawing higher value cards each turn when we were hellbent. He was trying to keep me off of fast mana and the two basic wastes were life-savers in this matchup with Path to Exile + Ghost Quarter. Played a 4th and got blown out by his good curve while mine was too high. Certainly a matchup that could go either way.
My sideboard method is usually based if a game will go long or short. If I know my opponents deck is a very low curve deck then I usually forgo a lot of the top end and try to play lower to the ground, on the flipside if I don't think I can win with mimic then they are the first to go with Endless Ones being the flex creature that gets removed. I almost never remove the core creatures (Reshaper, TKS, Reality Smasher) and usually find myself looking for Ratchet Bombs.
As for changes I would like to make to the deck or test. I would like to try Basilisk Collar in the mainboard for the ability to lifelink with our creatures, new Eldrazi in the 7-9 flex spot (Deceiver of Form is there currently), and switching out of the Conduit of Ruinx2/DoF for 3 Endbringers. When I have some time this week I'll be testing Distended Mindbender in the flex spot - it has synergy with the Urborg I already run and it is basically a guaranteed 1 for 1 with its discard ability (or better). It is disappointing that Emerge wasn't an instant ability allowing us to dodge removal with the sacrifice...or the fact that all of the new Eldrazi are very overcosted for the stat-line. Interesting enough; it may be a good way to get value out of a Matter Reshaper that was previous cast. Sacrificing Reshaper for Distended Mindbender give us a cost of 2BB.
Edit: If we sacrifice TKS to Distended Mindbender, we get to put the draw a card before the discard trigger right?
Double Edit:
http://www.mtggoldfish.com/deck/449018#paper
7-2 Finish.
Notable additions/modifications:
- Spellskite (MB)
- Playset of Endbringer (MB)
- 3 Titans
- Batterskull (MB) x2
- Warping Wail (MB) instead of Spatial
I haven't had the chance to playtest with him at all. What do you normally find yourself casting him for?
Also in terms of results;
http://www.mtggoldfish.com/deck/443947#paper
http://www.mtggoldfish.com/archetype/modern-eldrazi-tron-26966#paper
Both 5-0 in Modern.
Interesting approaches to both of these decks is cutting out Mimics/or Endless Ones (our aggro/pressure tool) for a better midrange game with Endbringers and Spellskite (to help with bad match-ups). Also I really like the Basilisk Collar tech. for the deck as well since there is often times I wished I had a little bit of lifelink to keep the game going longer. Additional Chalice of the Void is just so good. I would love a reprint on it and Spellskite so I could do more testing with these.
The general vibe I am getting is the deck should be focused towards an aggressive aggro game with mana acceleration/mimics or a mid-range variant that cuts out the mimics/mana acceleration for a little more removal/better midrange creatures. I am interested if Conduit of Ruin is even worth having around. Wish I had more time to play test all the variations.
Our creature package has a simple vibe; good statline - powerful effects
Mimic (2) - 2/1; Can grow in power/toughness for a turn
Reshaper (3) - 3/2; Aggressive piece that can trade and replace itself
TKT (4) - 4/4; Ability to remove a card for a draw when it dies. Avoids most damage removal
Reality Smasher (5) 5/5; Haste+Trample + Soft protection against removal
6 cost flex - RoC/Endbringer; 5/5, all with some kind of added bonus
If I am paying 7 or more mana for something, it needs to be very impactful. Wurmcoil Engine is pretty much the creature we would love to have as an Eldrazi. Good statline, hard to removal, prolongs the game. What I would like to see? Pay 7, 5/5 Lifelink+Flyer. Or a cheaper variation to round out our 4/5 drops more. We suffer against not being able to prolong the game against decks faster than us (unless we hit our removal) and getting something into the air would be nice.
I would kill for a good 7 drop. Running Deceiver of Form right now as a 1-of but imagine if we could have a colourless threat at 7 that was in-line with World Breaker. Synergy with Sanctum as well; we could hard cast it on T3 with natural tron (or map+tron). Something with a cast trigger or a form of protection; it would give EldraziTron our Wurmcoil Engine that Tron has.
I am particularly interested in this point for EldraziTron - if we get a few more cards like TKS or Reality Smasher we might be able to hit critical mass on our lower cost threats. The other issues with the deck is the lack of options for colourless spells; more Eldrazi Spells (so we could tap Temple for them) would be amazing. Like All is Dust but lower cost version of typed removal. Spatial/Warping Wail suffer from not being typed.
Edit: I certainly hope that the horror-fused angelthing turns into an amusing 6-8 drop. It would give me such glee to drop it on people.
Had the chance to head out to a tournament during the weekend and proceeded to go 1-3 (meh). Had some pretty poor luck for most of the day (didn't win a single die roll to play) and a few close games that could have gone either way. (Overall; 1-2, 0-2, 1-2, 2-1). Random thoughts; I'll be increasing my Mimics from x2 to x4. The core of the deck has always been TKS - Reality Smashers, I rather have things that synergies with them than dropping a filler endless one at 3/3 or whatever. Also need to remind myself to announce mimic triggers for people, otherwise they don't count. Oh well, nitpicky magic is something that certain people love to play. Not my particular cup of tea, but that is the nature of the beast.
On the other note, I finally decided to order the rest of the deck online since all of the LGS I frequent doesn't seem to have any Ghost Quarters or Relics which has been frustrating. Lots of Tron/Blood Moon around so I think the Ghost Quarters are extremely important for us in both situations (stopping Tron/finding a basic for ourselves).
Other than that match, the deck felt really good overall. Even won through a blood moon with some good draws into my Wastes in the Tooth and Nail game. All is Dust was an all star in several matches (except for Breachshift where it never showed up >_< I needed you), either causing a board wipe for my opponent to delay or outright winning the game when it is cast. Loving the deck; I really need to buy some Ghost Quarters to replace 1-2 of my utility lands so I can crack it on myself to find a Waste. Running 2 Waste in the mainboard also has been very beneficial since Blood Moon and Path to Exile are rampant.
Further thoughts; I feel like I often side out my Mimics (currently playing with 2) for my sideboard in favour of playing a longer control game but I have a feeling that it would be better to keep them and side out the Endless Ones instead. The 6&7 slot package is something that I have been mulling over awhile;
Currently I run Conduit of Ruin x2, Endbringer x1, and Deceiver of Form x1. Tempted to drop that down to Conduit of Ruin x2, and add in the x2 Mimic in the bottom slot. I win a vast majority of my games simply off Though-Knot Seer and Reality Smashers. The higher end package seems like overkill for Modern (we are already "bigger" than most decks) and don't have the options against a real control deck. It seems I am trending towards a mid-range shell for the mainboard, then sideboard options between control (when playing against decks faster than us) or aggro (when playing against decks slower than us).
Going to play against this weekend and then work towards the next version for tuning depending how I feel it goes.