|Commander / EDH||Legal|
Printings View all
|Iconic Masters (IMA)||Common|
|Commander 2015 (C15)||Common|
|Modern Masters 2015 Edition (MM2)||Common|
|Duel Decks: Speed vs Cunning (DDN)||Common|
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Return target nonland permanent with converted mana cost X to its owner's hand.
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2 weeks ago
I suppose it depends on when you need it. If you find yourself dying before you assemble tron, then Vapor Snag seems better. If you can afford to wait, then Repeal doesn't give up card advantage, and usually is way easier on the mana than Capsize. Of course, I've not actually played blue tron, so I can't say for sure.
3 weeks ago
What about adding blue for Wistful Thinking or Vision Skeins? This also lets you run things like Evacuation or Repeal that can be amusing to cast at the end of the opponent's turn so they have things to discard on your turn.
Throw in a copy of Geier Reach Sanitarium.
1 month ago
@VelvetVendetta Yeah, taht's a fine trade. The Spell Snare, Repeal, Imprisoned in the Moon are the weakest cards. I cycle them out to make room for stuff I want to try. I'll prob start slotting in Dispel since we have a second Ad Nauseam player now.
Not sure how to fight against T+T control... there's a bunch of good cards, tho: board wipes, cursed totem, notion thief, tabernacle, etc.
1 month ago
I think you should cut the 4x Sower of Temptation down to 2x Vedalken Shackles. This will give you 2 free slots for better stuff but also there is just too much against Sower. It dies to every relevant 1 mana kill spell in the format, it doesn't have flash, it's a 2/2 body for 4 mana, and in this style of deck you're not going to want to pay for a creature spell until you have mana up to protect it.
I suggest you fill the free spots with Think Twice, it's great to draw a card when you hold up mana to counter but don't need to. Or Spreading Seas MB mana hate is quite strong. Repeal/Cyclonic Rift/Void Snare/Reality Acid/Echoing Truth to answer noncreature threats that slip through counters and stuff like Choke. Or Telepathy, this card is just awesome all around and makes a huge difference.
1 month ago
Lone Revenant is for matches with lots of removal. It's also good to side in when you just need more threats.
2 months ago
Match Report 01/02/2017
Games 4 - 5
Matches 2 - 2
It didn't go well but this was a small sample size. One thing I need to remember is Emeria, The Sky Ruin can bring back any card not just one drops.
Match 1 - Win - Merfolk
This was a Green-Blue version with additional cards from Ixalan. I won pretty easy with the extra life from Martyr and the Wrath of Gods. I had one each game, and let him overextend himself and then cleared the board.
Match 2 - Loss - Abzan
AHHH. These games were grindy and super slow. I was all setup to go eternal Martyr and then he plays a maindeck Scavenging Ooze. I found a Path to Exile but Daniel found a second Scavenging Ooze and then I was done. In the second game we went to time. I went from 20 life to 44 and back down to 24 and just couldn't win through 8 Lingering Souls chump blockers. I didn't find the Declaration in Stone
Match 3 - Loss - Blue Tron
In game one I didn't have any mana and Sundering Titan destroyed all my lands. One when it came in to the battlefield, one when I exiled it with Banishing Light and then another land on the next turn when he used Repeal. The second game I had more lands and was destroying his Tron pieces but none of my threats could stick on the field with his counter spells.
Match 4 - Win - UW Prowess
Wrath of God wins this match. When I can gain big chunks of life and clear his creatures I wasn't loosing.
There were many more people there this week. Cody and Slivers came back. I bunch of people from the community college. I was fun to have such a diverse pool of decks.
2 months ago
I think the best place to start is to discuss the types of ramp and the pros and cons of each. The first type of ramp, (which you have in this deck) is creature based ramp. Pros: can attack and block. Arbor Elf can creature degenerate amounts of mana when combined with cards like Utopia Sprawl. Cons: Easily interacted with, and can be removed with relative ease. Next up is sorcery based ramp. Pros: harder to interact with. once the spell resolves, most of these actually increase the number of lands you have in play -- making the ramp much more permanent. Cons: Usually slower. Enchantment based ramp is something that is commonly used in conjunction with Arbor Elf. I already listed Utopia Sprawl. However there are also cards like Overgrowth, and Fertile Ground. Khalni Heart Expedition can also be solid, but you need fetch lands or Oboro, Palace in the Clouds to really make it shine. Land based ramp is also possible via the Tron lands. Next you have to ask yourself what you are ramping into. In this case, it looks as though you are planning to ramp into large eldrazi threats. In the case of large eldrazi threats, tron lands might be your best bet as you do not need any specific colored mana, and you can fairly reliably have access to 7 or 8 mana on turn 3 or 4. If you are looking to cast things with color restrictions (such as Tooth and Nail), then a combination of creature based ramp (normally Arbor Elf and or Kiora's Follower) in conjunction with Utopia Sprawl and Overgrowth are likely your best options. If you are producing large amounts of mana, there are also much better counterspells than Mana Leak, and Cancel. Condescend, Supreme Will, Remand, Cyclonic Rift, and Repeal would likely be the best control spells of choice.
3 months ago
gebell, thanks for the compliment and your thoughts on the deck. First of all, I do already run a couple of Pongify's in the sideboard for when I am up against creature heavy decks. I have also found Displacement Wave to add some unneeded control to the deck, when you consider that I already run 4x Ratchet Bomb's, 4x Illness in the Ranks, and 4x Repeal's. Essence Flux has multiple uses in the deck, but first and foremost acts as protection for the win cons. Being able to blink a creature off of the board in response to a Fatal Push is invaluable. Then of course, you get the added bonus of their ETB effect again, which can often lead to game-ending results for the opponent. And then, extra added bonus to giving a +1/+1 counter to the big unblockable Phantasm in the deck.
Also, yes, I have tried Trespasser's Curse in an early version of the deck, but I found that it replaces a much needed body on the board. Replacing a creature in the mainboard with an enchantment left me too open with too little board presence. I think having the Seekers really fill that spot in the deck better.