Sideboard


Any tips/questions/suggestions you find with my deck will be greatly accepted, and I'll try to get back with you as soon as I can.

This deck is centered around acquiring Tron (having Urza's Tower + Urza's Power Plant + Urza's Mine) by turn 3, and casting Karn Liberated/Wurmcoil Engine and winning.

In order to accomplish this, I run 8 land tutors through Expedition Map and Sylvan Scrying. Ancient Stirrings is also helpful in finding lands, or any other artifact, creature, or planeswalker you need to win.

I am primarily able to produce colored mana through Chromatic Star and Chromatic Sphere, while also getting a card draw. While both these cards are essentially the same, Chromatic Star is better in the fact that you still draw a card if it gets blown up through Abrupt Decay, or your own Oblivion Stone. I am also able to produce colored mana from Grove of the Burnwillows. This land is extremely important not only because of the colors that it produces, but because it comes in untapped AND I don't lose life to it. This protects me from more aggressive decks such as Burn of Affinity, where every single point of life counts. The life gain my opponent gets usually doesn't matter, especially when I'm attacking with Wurmcoil Engine turn 4.

As far as creatures go MD, I play 1 Spellskite, 3 Wurmcoil Engine, 1 Platinum Angel and 1 Emrakul, the Aeons Torn. I decided to play Spellskite just because of the value that you get from him, and how much he hates on the entire format. I'm only playing 3 Wurmcoil Engine because he doesn't work well with Path to Exile, but other than that, he is your win condition 66% of the games. I MD 1 Platinum Angel to protect me against any aggro deck that doesn't play a lot of removal. Outside of this, its a creature that MUST be dealt with by my opponent for them to be able to win, otherwise they're on a 4 turn clock. Then, I play 1 Emrakul, the Aeons Torn because 95% of the time after you cast him, you win. Just be careful for a Cryptic Command if you see 4 U mana open, as this is the only card that prevents you from attacking with him for 1 turn.

Planeswalkers are a very important part of this deck. With Karn Liberated, I am able to control the board. If they have a major threat that's really hard for me to dealt with, like a manland or a Liliana of the Veil, -3 it out of there. If they have no major threats, +4 him. One potential strategy if you know your opponent has no way to deal with him, is to cast Karn Liberated +4 your opponent, then +4 targeting you, exile an Emrakul, the Aeons Torn, then -14 your next turn to win turn 2 of the new game. However, you need to be 100% sure that they have no way of hurting or dealing with Karn Liberated, otherwise you just lost one of your win cons. Use this only if the board is stalled. Lately, I have found that Ugin, the Spirit Dragon is an absolute bomb turn 4, that lets you wipe your opponent's board, then Ghostfire opponent's life total while you are able to sneak in an attack with Wurmcoil Engine or Platinum Angel.

Since you are not able to do much during the first 2 or 3 turns of the game, it is extremely important that you know how to use Pyroclasm to protect yourself. While this may seem relatively straight forward, it is important to know how to play this card correctly, especially with Relic of Progenitus against Tarmogoyf and Knight of the Reliquary. Basically, make sure you cast and resolve a Pyroclasm, marking 2 damage on each of them. Then, pay 1 for Relic of Progenitus ability after Pyroclasm resolves, killing both of them. if you do this the other way around, it won't work, and you'll feel like an idiot. As a backup plan, Oblivion Stone will wipe everything, assuming that you have the mana for it. Great as an instant speed Wrath effect that also hits artifacts, enchantments, and planeswalkers. This card is especially beautiful against a Twin deck that's 1 turn off it's combo.

For lands, a single Forest protects you from a Path to Exile. Ghost Quarter kills pesky manlands, especially Inkmoth Nexus and Celestial Colonnade, and also can help you against a Bloom Titan deck if you can hit their land at the right time. Then Eye of Ugin helps you tutor up your creatures, and essentially functions like an Urza's Power Plant or Urza's Mine for Emrakul, the Aeons Torn. A REALLY important tip for playing the Urza lands, try to make sure that Urza's Tower is the last Tron land that you play, that way if you have to spend mana that turn to cast a Sylvan Scrying or crack an Expedition Map, then you still have 3 mana open to cast an Oblivion Stone, or cast and filter through a Chromatic Star or Chromatic Sphere for a Pyroclasm, Sylvan Scrying, or a Ancient Stirrings . Additionally, playing Urza's Tower last also gives you early game protection against land destruction, especially since Urza's Tower is your most valuable tron piece. Later in the game, it is more important to protect yourself against land destruction by trying to double up on each tron land instead of trying to get all 4 Urza's Tower in play.

Sidebaording tips:

1: Against anyone who is playing red, BEWARE OF Sowing Salt . HIGHLY recommend you find your Ghost Quarter so you kill your own land and be able to find your forest to be able to protect your Tron. While it is possible to come back after losing Tron, this is extremely difficult.

2: Blood Moon hurts. Anyone playing red has a potential to bring in this card. Make sure you bring in Nature's Claim to protect you here. If not, there's always a turn 5+ Oblivion Stone

3: Mean twin is mean: I would bring in 4 Rending Volley , 2 Nature's Claim and 1 Spellskite, and pull 3 Wurmcoil Engine and 4 Pyroclasm. Rending Volley is just so good, and Nature's Claim, while still able to get countered, protects you against Splinter Twin and Blood Moon. Try to rely on finding Emrakul, the Aeons Torn through Eye of Ugin as your main win con, if not, Platinum Angel can kill both Deceiver Exarch and Pestermite if needed.

4 Abzan is your best match up: Bring in 1 Spellskite, 3 Nature's Claim. Take out 1 Platinum Angel, 3 Oblivion Stone. If you want to bring in 2 Leyline of Sanctity to protect against Thoughtseize and Inquisition of Kozilek, go on ahead, but you should be fine without them. Basically, get a Spellskite in to protect against Path to Exile, and win with Wurmcoil Engine and Karn Liberated and Ugin, the Spirit Dragon. Ugin, the Spirit Dragon usually results your opponent scooping in this match up.

5 Watch out for Deflecting Palm: This card is nearly 100% impossible to play around, so watch out for it if your opponent has R and W mana open in the burn match up.

Changes to the deck so far:

1: -2 Choke +2 Dismember: After playing this deck, I realized that I can win against a control match up about 80% of the time, and the 2 Choke weren't really necessary. Dismember helps me more against Infect/Affinity/Bloom Titan, which I have a hard time dealing with.

Tournament record so far:

Local Modern 5/14/15: 2nd

50 Player PPTQ Milwaukee 5/16/15: 14th place with 12 points (13 was cut for Top 8)

Planing on going to another PPTQ Milwaukee on 5/23/15, planing to update this decklist that Sunday after I get the results from that.

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Date added 9 years
Last updated 8 years
Legality

This deck is not Modern legal.

Rarity (main - side)

14 - 2 Mythic Rares

4 - 3 Rares

29 - 6 Uncommons

11 - 4 Commons

Cards 59
Avg. CMC 3.00
Tokens Wurm 3/3 C w/ Deathtouch, Wurm 3/3 C w/ Lifelink
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