That meta isn't actually too bad for U tron. Dredge being an awful matchup, same with goblins (if they have a good start, and you don't have turn 2 chalice on the play). Since the meta is so aggressive you could and probably should only play 1 mindslaver.
Storm is probably one of our best matchups so I agree you just weren't playing it right. Most of the time I find myself playing very hard control. Just counter all the key stuff, gifts ungiven, and creatures. They have a hard time winning after that. One thing I found really helpful to learn how to play against storm, is to play ~50 games of storm to learn how it really operates. You'll learn when they are bluffing or ritual spamming to try and just get there. Do this with proxies or your free online platform of choice (I use xmage). However with this hard control you just can't try to counter everything. A 2/2 ballista or even just treasure/trinket/snapcaster mage beats has won me games against storm. You just need to learn when you can go shields down (even just partially) to get a threat in and start actually winning the game.
If you want more game versus elves, I'd suggest going up to 3 walking ballista in the main. The card is nuts versus any creature deck. Even just 2 of them along with your EE will suffice. I'm currently playing 3 dismember in the mainboard and Never find they are bad. If you can slip in one into your main I would highly recommend it.
With 2 dredge, phoenix and storm, I don't know how your sideboard looks but if you wanted to play a Tormod's Crypt or Relic of Progenitus in the main it wouldn't hurt you. With that much graveyard recursion it might actually just be right to try that. Maybe even 2 relics, they are less dead versus the non graveyard decks because they draw cards if you can't pitch them to thirst.
I'm a huge fan of thought-knot seer and play 3 in my board. Its amazing versus Tron and Storm in that meta.
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Feb 21, 2019You could always try Mardu Pyromancer. It's a solid mid-range deck that grinds people into dust. It is not a fast deck, expect games to go long or die quickly.Posted in: Modern
Another thing that might be slightly lower power level is Assault Loam. I personally haven't played it but it looks like a blast and probably suffers the same speed problems as Mardu.
Another solid option that is probably the strongest but most expensive of the three I'm listing is just Jund/ GB rock. The epitome of the modern mid-range deck.
Feb 19, 2019I definitely agree with the reasoning on Hieroglyphic Illumination being nice at instant speed on both sides. Especially over opt and most lists playing some number of chalice of the voids. The card would be insane if it was 1U cycle and do a sleight of hand or opt effect.Posted in: Control
Most Games I tend to play have at least 2 blue sources at the end win or lose. I don't think we are necessarily losing if we don't have fast tron, but it certainly helps. If we wanted fast tron, I would just play mono green. This card is definitely insane in the long game, drawing two cards instant speed is nice. I always find myself wanting more interaction in early turns, maybe just playing relic of progenitus. The relic cantrips early which is a definite plus, and having some form of graveyard hate (although minuscule) in the main gives us some amount of percentage points. There is a ton of graveyard based decks running rampant, as well as some that just use it as value. This would still not change my sideboard full of graveyard hate, this would bring my GY hate up to 5 cards through out the 75 which could just be right (3 surgical extraction and 1 Tormod's Crypt in the side currently).
I'm already playing 3 dismember in the main, to give me turn 1 interaction on the draw. To offset that I'm on 3 wurmcoil engine and tempted to go to a fourth, with Burn and Mono-red Phoenix coming up in popularity.
I'm going to give one Hieroglyphic Illumination a try though. I don't think more than one would be correct because it is definitely clunky at 4 mana and not the easiest to cycle early in the game.
Feb 18, 2019Posted in: ControlQuote from Pastratta »Hi guys, I write because I need some advice and explanation of some card.
Can someone of you answer why MYR battlesphere is not played in Utron?
And what do you think about supreme will?
Last but not least, nimble obstructionist is really needed?
I've never been a huge fan of battle ball but I could see why it could be played and useful in some matchups. It making multiple bodies is definitely no joke.
I've been in love with supreme will in the shell of U Tron I play, I just went back down to a singular copy of it to put back in the fourth expedition map. A lot of people never play around supreme will, the expect you to have up remand or thirst. The random counter mode on this is great. The impulse mode is something I find my self doing a lot
side note, perhaps we need another card draw card? I was thinking about playing with a singleton copy of hieroglyphic illumination, it gives us another turn one play as well as something powerful in the late game. This could be a wrong choice but its just a thought.
Nimble Obstructionist is a card I used to play with and liked but never loved. Sure the Stifle mode of it feels good but rarely wins the game. (Only have had this happen once, stifling a fetch land of my GDS opponent. Leaving them with zero lands) The Flash creature mode is probably the stronger of the half and even then I'd rather just play another big threat. 3 mana is the tough spot for this deck because we are either casting a wurmcoil engine with 3 lands or thirst for knowledge.
TLDR: I agree with what Barrin_master_wizard basically said
Feb 10, 2019Walking Ballista is definitely great to have in the deck. I'm playing the full 4 in the deck and don't regret it. I've never been a fan of fabricate, if I'm going to play a tutor, I'd rather it be one the mages (Trinket/treasure).They block for a turn or can represent a clock that most control decks just let sit there for couple turns.Posted in: Control
If you are worried about burn you can play more wurmcoils or more chalice in the maindeck. Wurmcoil is also good against humans, same with walking ballista.
I don't know if pithing needle is needed in the board, the things with activated abilities we are really worried about we normally can answer pretty easily (e.g. Teferi), they are spending 5 and we'll probably win that counter war with them down 5 mana.
I used to play batterskull and Sundering titan. They were fun when they got people but I've that wurmcoil engine is just way better. It comes in the same turn as batterskull if we have fast tron, or a turn faster than titan. I think titan is a win more rather than a win condition.
Jan 25, 2019When you spreading seas them it looks like you might have Ceremonious Rejection and maybe a remand? I think that in the current turn and your knowledge of their hand, you might have made the right play. But I think conservatively you could have held up the ceremonious for the karn/ulamog. and still had a land left. Played your island and try to survive from there. The opps hand was so full of gas it was unlikely for you to win anyway but this line might have given you a turn or two more to get out of it.Posted in: Control
Jan 23, 2019I'm curious at no tolaria west in that list, especially with 4 chalice and 3 ballista in it. I'm also wondering about the two crucible in the list. I think we have enough game against control that even one is sometimes not needed. A great turn one play against more of the meta is dismember, a good card against burn (at least the creatures) is spatial contortion.Posted in: Control
spell snare is also pretty strong right now, counters phoenix's busted draws by getting manamorphose and thing in the ice.
Jan 21, 2019If you can afford surgical extraction I highly recommend them.the card is insane vs a lot modern. Just remember it only comes in against graveyard combo decks (and Tron if you are blowing up their lands). Not vs everything like a lot of people like to do.Posted in: Control
Jan 17, 2019I've never had an issue with it but my sample size it quite small. I'm currently 3-0(6-0) vs it. A well timed counter spell and making sure they never really get off the ground is vital. Early pressure from a snapcaster or small ballista is enough if you have the right amount of tempo and counters.Posted in: Control
Jan 4, 2019Finally got to play again after being busy with finishing up school the last couple weeks. Went 4-0 at my home town store after not playing there for over a year.Posted in: Control
DeckMagic OnlineOCTGN2ApprenticeBuy These Cards Lands (25)
4 Urza's Mine
4 Urza's Power Plant
4 Urza's Tower
1 Tolaria West
2 Field of Ruin
1 Academy Ruins
3 River Of Tears
4 Walking Ballista
1 Snapcaster Mage
3 Wurmcoil Engine
1 Ugin, the Spirit Dragon
1 Cyclonic Rift
2 Supreme Will
4 Thirst For Knowledge
3 Expedition Map
1 Oblivion Stone
1 Engineered Explosives
1 Tormod's Crypt
3 Surgical Extraction
1 Spell Snare
4 Spatial Contortion
3 Thought-Knot Seer
Round 1: 2-1 vs A brew revolving around Blasting Station and Enduring Renewal
I didn't know what they were playing but they announced they were playing something spicy for everyone to hear. So I assumed it was some kind of combo deck and kept a hand with a few counterspells. They managed to get a blasting station into play but I kept them off the Enduring Renewal. I landed the mindslaver lock on turn 8.
In: 2 Surgical Extraction, 2 Negate, 3 Thought-Knot Seer
Out: 3 Wurmcoil engine, 1 Map, 1 Field of Ruin, 2 Dismember
Kept a kind of risky hand with surgical extraction in it. I didn't have any dismembers or repeals. Their turn one they play an ornithopter. i play land pass and then turn two, they played Ensoul Artifact. I didn't draw any removal.
I kept a hand with 4 lands, Thought-Knot Seer, Remand, and a Supreme Will. I managed to counter their turn three ensoul artifact. I play Thought-knot and taking blasting station when they have 3 renewals in hand and only 2 lands. I hit them a couple times and play a second one, taking Teferi. I attack for 8 with them at 11 and me having 7 lands. They don't block and I play a 3/3 Ballista for the kill.
Round 2: Abzan Tokens 2-1
I mulled to 5 and kept 3 lands, dismember and remand. I didn't see a third land till they have 4 2/2 vigilance tokens in play.
In: 2 Negate, 1 spell snare, 1 EE
Out: 3 Dismember, 1 Field of Ruin.
I went tronland map. A different tron land turn 2. On the end of their turn 2 I cracked map and the assassin's trophied my land and then surgicaled it. I thought the game was over. But I managed to hold onto the game with a few strong repeals and an insane value overloaded cylconic rift. I end up playing a turn 9 Ugin off of 8 lands. and then followed up with a wurmcoil engine.
I realized my mistake and wanted some thought-knots
In: 3 Thought-knot Seer
out: 1 map, 2 remand (I think)
I start off with a really medium hand. It had tron, mindslaver and 3 counter spells. I kept regardless and ended playing mindslaver turn 4 and cracking turn 5. I did this two turns in a row just as time walks until I drew a blue source. I eventually did and had another insane cyclonic rift. Then I chained thirsts into Thought-knots. I did some fancy repeal things to evade their Voice of Resurgence tokens and managed to take the game after drawing Ugin.
Round 3: Storm 2-0
I was on the draw and kept an okay hand but It had 2 dismember and a counter spell. I hit both of their first two dorks with those dismember. They try a mini go off to kill my 4/4 walking ballista and fizzle with my well timed remand. I get the ballista up to a 7/7 with them being stuck on two lands.
IN; everything but the spatial contortions
Out: 3 wurmcoil engine, 2 Field of ruin, 2 Map, 1 Ugin, 1 oblivion stone, 1 Supreme Will, (unsure about the last card)
My opening hand has 3 lands, spell snare, negate, remand, dismember. They go off and I managed to play around them being able to flashback Past in Flames and cast things in their graveyard and stop the storm counter at 15. I then hit them for 7 turns in a row with snapcaster mage. I draw basically all of my countermagic and the tormod's crypt. It was just enough to get there.
Round 3: 2-1 Living End
Game 1: They play a turn 2 fulminator mage, hit me with it then next turn and cast Demonic dread second main saccing it in response. I didn't have the counter spell.
IN: 3 Surgical Extraction, 1 Tormod's Crypt 2 Negate, 3 Thought-Knot Seer
OUT: 2 Walking Ballista, 2 Field of Ruin, 1 Map, 1 Mindslaver, 3 Dismember
I opted not to have dismember because their threats are basically all recursive If my opponent gets to do their thing, and if they aren't i'm probably winning
I keep an okay hand that has a ton of counter magic. They casted a turn 2 fulminator again and hit my academy ruins. I didn't want to do it the hard way but we did. I played a turn 5 Mindslaver and cracked it basically annihilating their hand. I managed to play runner thought-knots. and they scoop it up. I fetched and got to see their deck and didn't see Ricochet Trap so I knew my counterspells had the all clear.
I mull to 6 and keep a great hand with tron, island, negate and surigical. they hit me a fulminator 5 turns in a row and conceal my academy ruins. I play a wurmcoil and they Violent Outburst with it on the stack. I surgical the 3 Monstrous Carabid and 2 Fulminator Mage in their yard, with it on the stack leaving them with only 2 Horror of the Broken Lands and an Ingot Chewer that gets my oblivion stone. we go back and forth with me casting wurmcoil engine every other turn. I eventually get enough lands to play Ugin for all 8 mana. I minus 5 him and still continue to wurmcoil engine chain.
MVP: Academy Ruins and Thought-Knot Seer
I love TKS to bring in against basically everything but midrange. No one expects the thoughtseize and sizable blocker games 2 and 3. Winning FNM felt great after being unable to play modern 3 weeks in a row.
Dec 30, 2018Hello everyone! I'm just about finished up picking up this deck and I've been thinking about what you normally board out. (I.E. what are the easy board outs based on any matchup). I've been having issues deciding what to actually board out, especially against control.Posted in: Aggro & Tempo
I've been considering just dropping stain the mind for a 3rd damping sphere and potentially a surgical extraction or the 4th Lead the Stampede.
Dec 18, 2018How was the match versus the phoenix deck? I have yet to play against it and would like a little insight on your approach?Posted in: Control
Also I've been a huge fan of walking ballista, you should definitely try more in the main deck. For the sundering titan vs platinum angel, if you are going to play one I think angel is probably more live in this current modern meta, but i've just been jamming 3 wurmcoils instead.
Dec 10, 2018You can early map for academy ruins and hope. I've also found it pretty difficult when I've played it against it online. It's such a low meta percentage that I've never tried to beat it. I play the full 4 walking ballista and even just a 2/2 or ,3/3 and pumping it with your Mana everyturn might do it.Posted in: Control
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