Urza Tron for Eldrazis
Modern forum
Posted on March 5, 2016, 1:31 p.m. by Aiden_Warren
a lot of Eldrazi modern players ignores Urza lands for Tron, but a lot of them forgets or are not aware of Expedition Map and Urza's Combo and how useful it can be for Big Elzrazi Creatures, it's possible to build up to 10 mana on 1 turn with 2 Expedition Maps and Urza's Min and Urza's Power Plant on field.
On Field 1 Urza's Mine1 Urza's Powerplant2 Expedition Map
Tap Urza's Mine and Urza's Power Plant to Sacrifice Expedition Map, Grap Urza's Tower.
Tap Urza's Tower to Sacrifice other Expedition Map and grab another Urza's Tower.
so likely 2x Urza Tower, Urza Mine, Urza Power Plant, and 4x Expedition Map
I've been playing a rg Eldrazi tron brew and it abuses Kozilek's Return to stabilize as the current aggro lists only have Drowner that can survive.
March 5, 2016 3 p.m.
Running World Breakers means I can bring them back into play after being removed or wiped, works amazing for any outside removal as well and big Endless Ones can bring back Kozilek's Return as well
March 5, 2016 3:02 p.m. Edited.
Aiden_Warren says... #5
people also seem to not be aware of lands as Dimir Aqueduct doesn't matter if you have to bounce a land, but it's 2 for 1 land card.there are a couple others or red/green and red/white
March 5, 2016 11:58 p.m.
Karoo lands are really only played with Amulet of Vigor because bouncing a land for a land to etb tapped sets you back 2 turns, where as the amulet prevents this and keeps you at your proper mana per turn
March 6, 2016 2:33 a.m.
Aiden_Warren says... #7
It works fine depending on the lands, You can bounce a land to pay it tapped and still have lands to play cards.
or if you draw it first turn, then that's a winning double land on second turn.
March 6, 2016 11:35 a.m.
Aiden_Warren says... #8
bouncing a land doesn't really leave you a set back for 2 turns, you can play it on 2nd step after you tapped lands to cast spells and do what you gotta do, then play it tapped and bounce a tapped land.
I'm sure you were aware of that basic strat to make it indeed useful
March 6, 2016 11:38 a.m.
Yeah I'm aware of 2nd main plays, but they are still considered too slow for modern, unless your running amulet (see bloom titan)
March 6, 2016 12:55 p.m.
CanadianShinobi says... #10
No one overlooked this. It's simply less efficient and the focus of the eldrazi decks aren't to smash face with big stompy things, it's an aggro deck. Also, the karoo lands are trash in Modern.
Modern, by and large, is a highly competitive format. A lot of players adhere to that. Especially since Modern is also considered a T4 format. Karoo lands don't make that cut.
Sigmafie says... #2
Although you are correct that by turn 3 you can have a full 7 mana available, what the eldrazi decks do well is bring the opportunity cost down to play bigger creatures by gaining board advantage and reducing the costs of the larger eldrazi. This makes them more aggro than control. Whereas a tron player has to wait a little bit before they even beginning gaining advantage on the field. Frankly, as a tron player, I am not certain a turn 3 Karn Liberated is enough to regain control, as their turn 4 Thought-Knot Seer easily removes the followup Karn, Mindslaver or board wipe. Then they just clock your karn and attack into you. It is a tough match up imo for the tron player.
March 5, 2016 1:49 p.m.