12/7/2023 0 Comments Tron madcap experiment![]() Once 《Young Pyromancer》 was added to the deck, the 《Blood Moon》 got removed completely to maximize the number of instants and sorceries. Using this as nonbasic land-hate meant its effect was always permanent, it worked better with counterspells, and it didn’t even use a spell slot. It’s a much stronger card than people realize. On the other side was 《Field of Ruin》, a card that had been performing very well. And if they got rid of the Moon, it had no lasting effect – their Tron pieces or Valakuts are intact and ready to go. Also, in post-board games, both Valakut and Tron players had enchantment removal ready, forcing you to counter spells you weren’t that well set up to counter (for example, 《Ceremonious Rejection》, 《Disdainful Stroke》, 《Mana Leak》 and 《Remand》 are all really bad versus 《Nature's Claim》). You don’t mind trading one for one with an O-Stone, but having to commit two cards to it is bad. Tron could often resolve an 《Oblivion Stone》, which would mean that not only would they eventually get rid of your Moon, it prevented you from putting a creature in play to pressure them. Even against the big mana decks, it was a bit of liability. While the card wasn’t bad, it wasn’t exactly pulling its weight either. This was the configuration for a lot of the testing process. I started testing with a pair of them in the maindeck, and soon moved one to the sideboard. The final card I need to talk about is one that is not in the deck at all: 《Blood Moon》. (Also, be aware that in this case you do get to keep the Elemental token from your last spell if you stack the triggers correctly.) If you ever get into a position where you lose a lot of Elementals this way, it should mean you are winning anyway. While it might seem at first that the two creatures have some non-synergy (Thing flip destroying all your Elemental tokens), this is not really relevant. While it doesn’t offer the incredible tempo advantage of a Thing transformation, it shored up some of 《Thing in the Ice》‘s weaknesses, like Liliana, an early creature swarm, or a cheap threat with 4 or more power. ![]() Similar to Thing, it is a cheap threat that can get in play early and snowball if unchecked. The secondary threat, and now the deck’s namesake (I understand that UR Thing would just sound weird), was actually the last addition to the deck. It also gives you a plan to steal games against decks that were previously virtually unbeatable in game one, like Dredge or Boggles. Besides not requiring a third color, it’s absolutely insane against any creature-based deck, while still being a decent clock in other match-ups. ![]() I tried it and it outperformed 《Tarmogoyf》 easily. So I looked for another threat, and that’s when I found 《Thing in the Ice》, a card I have good experiences with. However, with all your 《Tarmogoyf》 also potentially being blanked by the threat of activation of a Relic midcombat, the card suddenly became quite hard to beat. People would already board it in against a Snapcaster deck, but it wasn’t too hard to play around. However, one problem with it was that the deck became quite soft to 《Relic of Progenitus》. In the final build, 《Ancestral Vision》 would take this role.Ģ) The plan with 《Tarmogoyf》 as a cheap threat worked well. Having a source of true card advantage gave the deck the necessary power in longer games. From this deck I learned:ġ) 《Tireless Tracker》 was nice. So next I built a UR/G deck with 《Tarmogoyf》 and some 《Tireless Tracker》. When you think of a cheap creature that is big for its cost and can act as a standalone threat, you think of 《Tarmogoyf》. My conclusion was that, instead of a combo as the proactive plan, I would rather have a cheap creature to combine with 《Lightning Bolt》 and 《Snapcaster Mage》 for a beatdown plan. This was also the combo that actually happened the least, and Kiki-Jiki is a strain on your manabase (as you want to fetch Islands often). While it was good in the early turns, tapping something down for a turn is quite weak later on, and a 2/1 flying for three is not a great rate. However, 《Pestermite》 itself wasn’t necessarily great. Having a beatdown plan is great in decks that can just 《Lightning Bolt》/ 《Snapcaster Mage》/ 《Lightning Bolt》 your opponent. In short, it took a lot of time and resources to assemble your combo, while you had the risk of having dead pieces in your hand, and then you would often be forced to just run it out and hope they couldn’t answer it because you were too far behind at that point.ģ) I liked the tempo aspect of Pestermite. In addition, they all required you to resolve a rather expensive spell, which meant you needed to have enough lands in play to begin with. Finding the right piece of interaction is critical in Modern, and these decks were great at it.Ģ) Every combo was clunky and fairly easy to interact with. ![]() I loved the way decks with 4 《Serum Visions》, 4 《Opt》 and 4 《Snapcaster Mage》 played. ![]()
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