Sideboard


Maybeboard


Eldrazi tentacles powered by Tron lands. Not especially new or original, and difficult to alter the established decklist without making it strictly worse. Full sets of Matter Reshaper, Thought-Knot Seer and Reality Smasher provide the main muscle while Walking Ballistas do their thing. I'd like to swap said constructs for something more flavourful but Endless One is embarrassingly poor. Lurking at the higher end of the creature spectrum are an Endbringer and the named Eldrazi under 11CMC. Casting titans on turn four is fun! Aside from these four and a single copy each of Karn Liberated and All is Dust I've tried to avoid letting the CMC creep too high though: multiple Wurmcoil Engines and Ugin, the Spirit Dragon are for Green Tron. Instead, we roll our playset of Expedition Maps primarily to find utility lands and let the opponent worry about Tron. Though a bit meta-dependant I'm a firm believer in the power of Chalice of the Void, which can simply be an "I win game one" button on occasion and if nothing else is a primary target for hate cards instead of our creatures. Dismember and Spatial Contortion are actually decent removal for most of the relevant creatures in Modern, and in a pinch you can Contort a Smasher to get in extra damage too. Basilisk Collar is worth having just because of what it can do with a Ballista against any creature-based deck, but the lifegain can also be backbreaking for Burn or Blitz. Single All is Dust because it's a one-sided board wipe, possibly could have a second to board in but often the games where it would be most effective it's simply too slow. In the flex slot at the moment sits Ugin, the Ineffable as I like the versatility he offers. Sixteen lands are non-negotiable for Tron and the interaction offered by Blast Zone is too strong to pass up, so I've found myself swapping out two of the original four Ghost Quarters for these. The truth is that as mana bases have become more efficient and Control runs Field of Ruin people have also been able to play more basics so I find myself using them to their full potential less nowadays anyway. On the subject I am running two Wastes myself, which I have found sufficient get enough value out of most post-board land destruction spells opponents bring in. Sea Gate Wreckage is map-fetchable late game draw which can be invaluable if games go long. I did go against the grain a tiny bit though by substituting Gargoyle Castle until I got hold of a Cavern of Souls (with the thinking being that the token made for a credible flying offence/defense which got maximum value out of Spatial Contortion) but the truth is that if you want to play this deck against a blue mage, you need that Cavern. Sad face goes with empty wallet.
...oh, you wanted tactics? Surprise, it's a Tron deck! Ideally utilize Expedition Map to quickly build silly mana, then pump it all into a Ballista equipped with Basilisk Collar. Or a turn three Karn. Or a turn four Ulamog/Kozilek. People looove seeing that. However, the "small" Eldrazi in this deck are such good value that even without Urza's help they reward being played on curve or a turn early with Eldrazi Temple. Having a viable non-Tron game plan also makes for a less disruptable deck than those which need the combo to reliably cast most of their pieces, and therefore can work around Blood Moon, land destruction or other "Tron killers" with a little more wiggle room. Everyone who can seems to bring in Cleansing Wildfire but it just isn't enough: I never keeps hands that would only work with Tron mana and all they've done is spent their second or third turn not advancing their board state or dealing with any of my actual threats. The real difficulty, even with the Chalices locking out the efficient 1 and 2 CMCs of Modern, is in the lack of non-creature interaction the deck offers. With only Thought-Knot Seer as hand disruption and limited removal options for walkers and enchantments every one needs to count. Where the deck does shine is in its tenacity: few others can keep up with the sheer number of threats it pumps out. Being largely immune to Fatal Push is a nice bonus too. Play the long game, and eventually something will resolve. Probably something big...
Alongside all the familiar sideboard picks for modern, Warping Wail is a reasonable toolbox card able to ramp, counter sorcery-based combos, prevent something bigger falling prey to Liliana of the Veil/Kaya's Guile or even remove small utility creatures in a pinch. My meta doesn't make it worth the main but I like to have the versatility on demand just in case Scapeshift or whatever turns up one night. I do worry that I'm using Surgical Extraction poorly in a deck with no discard but baiting out a Path before removing the rest and getting to see their hand makes me feel far more confident playing more creatures. Plus sometimes you get to exile all their win cons, so there is that. Skysovereign, Consul Flagship comes in when I need the extra damage for small creatures, a faster clock or just some flying. I've also become convinced swapping Pithing Needle out for Sorcerous Spyglass has made an appreciable difference as not only do you get that vital hand information to help you plan for counters, but it also won't compete with Expedition Map for a first turn play OR be countered by your own Chalice that you shoved out to shut down Path/Opt. Because when that happens and then you can't stop them activating their Jace, the Wallet Rapist, it feels bad man.
Crucible of Worlds, Mazemind Tome, Mind Stone and Oblivion Stone are all potential mainboard material that could take the place of Ugin depending on whether I find myself wishing I could ramp more reliably, recur lands (repeatable Blast Zones sound pretty good) or blow up more stuff.

Sundering Titan feels like it could be amazing value in any match-up involving Dryad of the Ilysian Grove but I'd be cutting Kozilek to mainboard it or Skysovereign to sideboard. At eight mana I may as well be paying two more and dropping a titan that has a cast trigger rather than an ETB, and the deck can't afford sideboard cards that might be useful in a niche scenario. I considered all versions of each titan but in the end decided Ulamog, the Infinite Gyre and both versions of Emrakul are simply too much mana to reliably cast "fairly". I've got plans for them though, don't worry...

Both Defense Grid and Thorn of Amethyst would go a long way towards putting me at ease when tapping out to cast in my own turn. While in theory they could help to answer one of the serious flaws of the deck I've no idea what I'd cut for them. Maybe a Hangarback?

Ward of Bones is a weird one. Its ability is actually quite relevant considering that we ramp by making our lands tap for more rather than playing extra ones, and our creatures are definitely quantity over quality. The drawback is that it's quite expensive mana-wise and by the time we'd play it I'd rather see something else.

Last, but certainly not least, Karn, the Great Creator. I know that there's a certain school of thought that sees Karn-Lock as the natural evolution of this deck but I'm not convinced. My primary objection is that the K-man isn't exactly splashable, and in order to squeeze in a playset plus his support package I'd need to remove the cards that make this deck what it is. I enjoy having payoff cards such as the titans and mainboarding Spatial Contortion, while having to kiss half my useful sideboard goodbye because that's where he keeps all his toys fills me with about as much joy as being Lattice locked. Finally, it gives me an excuse to build a whole new deck just to try him out in (see Golo's Guide to Monsters).

This part is mainly for me to record how I've been switching up the deck vs what I've played so far, but if any other E-Tron players think I'm making mistakes here or have questions feel free to comment. I'm also a rather out of the competitive loop (Modern was such a mess that I just stopped playing, then C19 happened) so this probably looks more than a bit dated but I'll update when possible. I've also found cutting a Map when on the draw quite successful.

5-Colour Humans

Vials make the Chalices pretty useless so they become extra removal for the swarm, while the Smashers get exchanged for some flying.

Out: Chalice of the Void x4; Kozilek; Reality Smasher x2.

In: Hangarback Walker x2; Ratchet Bomb x2; Skysovereign; 2x Warping Wail.

Eldrazi and Taxes

A pretty decent match up for us as we can basically ignore most of the "Taxes" part and laugh at their pathetically small Eldrazi. Most of their creatures can be picked off by ours, while our threats quickly become answer-or-die. Sort out Eldrazi Displacer and you've won half the battle.

Out: Chalice of the Void x2; Matter Reshaper x3.

In: Ratchet Bomb x2; Sorcerous Spyglass x1; Spellskite x2.

Faeries

Bounce tricks to make sure we never get the payout from Reshapers means they come out, but the Chalices stay in here (attempting to set them to two if possible) as the deck moves into control territory rather than aggro. Warping Wail can do a lot of work here, and Spyglass sometimes replaces another Map if needed as well.

Out: Kozilek; Karn; Ulamog; Matter Reshaper x4.

In: Ratchet Bomb x2; Skysovereign; Spellskite x2; Warping Wail x2.

Goblins

This is a (perhaps surprisingly) tough match-up for this particular version of the deck as I'm only playing one copy of All is Dust and it's hard to break through the sheer amount of goblins the deck spews out. If you can stick a Chalice and get a nice big Ballista then you might have a chance but considering they are likely to have some sort of profitable sac outlet this still might not do much. The Matter Reshapers are just wasted against the 1/1 tokens that they're blocking or get blocked by.

Out: Karn; Kozilek; Ulamog; Matter Reshaper x4.

In: Grafdigger's Cage; Ratchet Bomb x2; Skysovereign; Spyglass (deals with a lot of their combo cards); Warping Wail x2.

Izzet Blitz

Pretty favoured here I would say, only match I've lost against it was due to a mistake on my part. I would say the only actual threats are Stormwing Entity, Sprite Dragon and Murktide Regent purely because they can fly, but as the player usually taps out in their turn you can remove ASAP them without worrying about "pump in response" most of the time. Without prowess triggers or counters from Soul-Scar Mage none of their creatures can match ours, nor do they have trample so can be easily blocked. Chalice does work and Extracting bolts makes math much easier, also Wail counters Expressive Iteration which is such a huge engine for them.

Out: Endbringer x2; Karn; Kozilek; Map x3; Reality Smasher; Ulamog.

In: Ratchet Bomb; Relic of Progenitus; Skysovereign; Spellskite x2; Surgical Extraction x2; Warping Wail x2.

Jund

Not had a chance to play against a newer version of this deck, would appreciate advice here.

Merfolk

With the sheer amount of cheap lords and Vials the aggro race is on straight away, especially when Spreading Seas can do a real number on our manabase while preventing us from blocking. Judiciously Ghost Quartering your own "Island" at this point may be a better bet than taking down their Mutavault. That said, their limited counters aren't usually enough to stop us and once they're forced to start chump blocking we can usually take over. In this match-up the Chalices are often too slow so we exchange some for removal. Warping Wail often isn't enough to deal with anything beyond the first creature they play (all the others WILL be pumped beyond one toughness) and paying four life for Dismember can lose you the game so be careful. Also things might change slightly vs Simic Merfolk now they have Collector Ouphe, as that shuts down our Ballistae and of course the Ratchet Bombs. Even though the life is vital, I'd probably also consider Surgical Extraction here for this or to remove a playset of lords.

Out: Chalice of the Void x2; Karn; Kozilek; Ulamog.

In: Ratchet Bomb x2; Skysovereign; Warping Wail x2.

Saheeli Combo (and Jeskai Midrange)

Once you know it's coming, you can do something about it. While removing the hasty big guys with trample might seem counter-intuitive, if they've resolved Saheeli it's probably too late. Matter Reshaper is likely to eat a Path to Exile so their value is low. Make them react to your plays and know that you can usually tap out due to their lack of counters in game one. Spellskite is hilarious here.

Out: Endbringer; Kozilek; Matter Reshaper x4; Reality Smasher x2; Ulamog.

In: Ratchet Bomb x2; Sorcerous Spyglass; Spellskite x2; Surgical Extraction x2; Warping Wail x2.

Tron

They laughed at us, saying that E-Tron was the lowest form of the deck, but they aren't laughing now are they? Alright, they might still be laughing at me because this is the match where Karn would tip the scales in our favour. While we need Tron less than the coloured variants and have more Ghost Quarters, they're still likely to assemble before us and bring out Wurmcoil Engines. These are not good news for us and really require an Endbringer or Ballista with attached Basilisk Collar to deal with effectively, though post-board we do get Ratchet Bomb for the tokens. On the sort-of-upside Ugin doesn't wipe our board completely and All is Dust does nothing for us both, so only running a single copy makes for fewer potential dead draws.

Out: All is Dust; Dismember x2; Endbringer x2; Reality Smasher x2;

In: Hangarback Walker; Ratchet Bomb; Sorcerous Spyglass; Surgical Extraction x2; Warping Wail x 2 (gets their tutors!).

U/W Control

This sucks. They've got all the tools to see what you have, take it away from you or simply stop you ever playing it. Go as controlling as possible, hold up extra mana and remember that you get the casting triggers on Ulamog or Kozilek even if they get countered. You'll almost certainly be on the play, so there's something to be said for leaving in all the Chalices in an attempt to do something about Path and Opt. Reality Smasher is your friend here - if it resolves - beating down Columnade, not caring if JTMS bounced it last turn, trampling Snappy and forcing them to discard if they want to target it.

Out: Basilisk Collar; Matter Reshaper x4; Spatial Contortion x2.

In: Grafdigger's Cage; Relic of Progenitus; Sorcerous Spyglass; Spellskite x2; Surgical Extraction x2.

Multicoloured Control

Comprising Grixis, Jeskai and some four/five colour piles I've run across splashing for Kaya's Guile, Omnath and W&6. Actually a much more favourable match for us than straight Azorius, but depends on how hard they're leaning on black for discard (though this deck is usually decent at winning topdeck wars of it gets that far). A greedier manabase means they're slightly weaker to Ghost Quarter while running fewer copies of Field of Ruin themselves, and the damage from shocks and fetches adds up. Reality Smasher obliterates any planeswalkers they can play (if not countered, of course) and the discard tax is important if they try to remove it, so I try to bait with another creature to give this the best chance of survival. Surgical Extraction is usually used on Path or Tef5ri, whose "untap enough mana to play a counterspell and draw a card" ability will win games.

Out: Basilisk Collar; Dismember x2; Map x2; Matter Reshaper x3; Spatial Contortion x1.

In: Hangarback Walker; Relic of Progenitus; Skysovereign; Spyglass; Spellskite x2; Surgical x2; Warping Wail x1. Also Grafdigger's Cage if appropriate.

Suggestions

Updates Add

Well, War of the Spark dropped a couple of potentially exciting bombs in Blast Zone and Ugin, the Ineffable. The former is like a Ratchet Bomb that - while it regrettably can't hit tokens - does offer some very welcome interaction that is Map fetchable. Ugin is a little more difficult to quantify: he'd probably be taking the spot currently occupied by Everflowing Chalice, which might skew my CMC a little further towards the top end than I'd want. However the potential value he offers is undeniable, with card advantage being something the deck sorely misses as well as emergency removal. The static ability can set up stuff like free Chalices or Ballistas plus playing him on turn three with Tron would leave enough for a Matter Reshaper. It also makes our Contortions and Wails look a LOT better because we can tap out and still play them!

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Casual

100% Competitive

Date added 6 years
Last updated 1 year
Exclude colors B
Legality

This deck is Modern legal.

Rarity (main - side)

9 - 1 Mythic Rares

31 - 9 Rares

18 - 2 Uncommons

0 - 2 Commons

Cards 60
Avg. CMC 3.31
Tokens Eldrazi Scion 1/1 C, Spirit 2/2 C, Thopter 1/1 C
Folders Modern, FNM, Game-a-palooza
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