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This deck is designed to prey on the greedy land bases that are prevalent in Modern. The active plan is to race to your Tron grade threats. You don't have to get a wurmcoil engine out on turn 3 to win, but this deck will typically put a tron threat down turn 4 at the latest if there is no disruption. Even with disruption you should be able to hate out enough lands to keep them from playing effectively and then you can sweep up with oblivion stones or wurms or titans. Tec edge + crucible of worlds is an amazing way to keep opponents down to 3 lands and realistically most of modern decks run 21-23 lands, so we have a serious chance of keeping opponents down to two lands for cruse control wins. Fetchland + crucible of worlds is a great way to get more lands if your opponent is keeping you down somehow, so just keep that in mind too.

General rules of play:

  1. Don't play stirrings until you have a reason to.
  2. Do everything you can to set up 1GG at the beginning of turn 3 via tron land then two forests so you can top deck a courser and get off to the races.
  3. Always play a tron land turn one with a map if you can. This gives you the best chance to play t1 tron land(a)+map, t2 tron land(b)+map activation, t3 tron land(c)+WC. Wurmcoil turn three is always the dream unless you are playing against control. Then do everything you can to use land distruction and timing to resolve a tron threat whenever you get the chance.
  4. Tron threats are your win condition, not land destruction. You will not win on two power creatures unless you land lock them so hard they scoop.

VS control: You just need to resolve one courser or any tron threats. There is a chance, if they only counter your coursers and tron threats, that you will run out of steam and die, so keep that in mind. Side in more tron threats if you think you can play more of them than they can counter that way, but really I play the deck as is game two typically.

VS aggro: You really need to resolve the courser ASAP and get as many triggers from it. If courser is the best way of beating an aggro deck then for goodness sake don't play any stirrings until you find one or are ready for resolving tron threats. If you get to Oblivion Stone it's GG typically. Ratchet is here for those zero to one drops and the Dragon's Claw is here for that too.

VS combo: Combo in modern? lol

VS infect: Plats wreck their plan unless they have dismember which most infect decks are completely devoid of control.

VS junk/midrange: resolving titan or a couple tec edges is typically enough to hose them out. The junk style decks are typically very greedy to the point of being extremely fragile and all the things they need to win with require 3+ mana and their land counts are terribly low. The needle is great to help stop lilly from wrecking your parade. Bring in 2 stirrings to help find the needle sooner if planewalkers in general are a problem.

VS splinter twin: ratchet bombs are a great way to keep yourself from losing to tokens. The coursers are pivotal to your ability to win though. You need those extra land plays to get the life to out reach the beats and the mana to get overall advantage.

VS robots: Bombs will help to reduce the artifact count & krosan grip will get rid of the linch pins really neatly, but basically you need to hope they don't combo off faster than you can handle. putting guys in front of their assault is pretty big and a single o-stone will win the day.

VS burn: The land hate is getting more relevant in the burn meta. Between that and some courser triggers (which they need to 2for1 to remove courser) burn has become a really easy deck to put down. DC of course helps make it even easier for those bigger burn/rdw builds that have great reach.

The Tribe elders should probably be lotus cobras or birds & oracle should be there instead of something else. Right now Sakura-Tribe Elder feels really good in comparison to help fight aggro decks and robots. Just having a guy that blocks a guy for a round is pretty sweet to give you another turn to stay in the game longer, so maybe those changes won't come.

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Date added 9 years
Last updated 9 years
Legality

This deck is not Modern legal.

Rarity (main - side)

7 - 5 Mythic Rares

17 - 3 Rares

4 - 7 Uncommons

27 - 0 Commons

Cards 61
Avg. CMC 3.43
Tokens Phyrexian Germ 0/0 B, Wurm 3/3 C w/ Deathtouch, Wurm 3/3 C w/ Lifelink
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