Tag: magic

December 5th 8-man Cube Draft

by: Jason Waddell

Last month riptidelab.com purchased its first MTGO cube(s), and while as a community we are still in our infancy in terms of online drafting organization and video content production, things are moving in a positive direction. Community members are firing Grid Drafts a couple times a week, and we’ve organized several 8-man drafts over the course of the last month or so.

My streaming skills are still developing, and this weekend’s drafts were not without its headaches: my internet crashed, computer was straining under the stress of running Skype, MTGO and stream software concurrently, and my draft was a bit of a disaster. Well, a salvageable disaster.

If you want to watch the actual draft portion, replays are available here (part one) and here (part two). The audio levels are a mess (Skype callers are barely audible… my bad), but if you’re so inclined.

UWrgControl_3-0
(click to enlarge)

What generally turned out better were the matches. Match 1 is still a mess (stream crashed and missed part of Game 1), but Matches 2 and 3 are pretty watchable. Here’s a playlist (below). I’ve started it on Match 2, but feel free to click through and watch the first match (at the end of the playlist).

As mentioned, we’re still new to this, so if you have any comments or suggestions for how to improve the quality of the stream, YouTube channel or commentary, please let us know in the forums.

(Note: a forum member had created a RiptideLab YouTube account for us, but I had to create a new one so that I could complete the verification process and upload videos that were longer than 15 minutes. If you subscribed to the old YouTube channel, please subscribe to this new one)

Learning From Pauper—The Aristocrats

By: Grillo_Parlante

In my last article I discussed blurring archetypes, using as a centerpiece example pauper goblins for an aggro-control deck, and providing a number of low-power examples of this principle being applied. Not unreasonably, a number of readers pointed out that it would have been nice to have some higher power examples, and I’m here today to do just that. We are going to go through a mock design process, taking insights from pauper goblins to hopefully design an aggro-control archetype for a higher powered format.

First, let’s look at a slightly more recent goblins list:

cspickle (4 - 0), Pauper Daily #8373448 on 2015-06-11

Creatures (36)
Foundry Street Denizen
Goblin Bushwhacker
Goblin Cohort
Goblin Heelcutter
Goblin Matron
Goblin Sledder
Mardu Scout
Mogg Conscripts
Mogg Raider
Mogg War Marshal
Sparksmith

Spells (6)
Flame Slash
Lightning Bolt
Lands (18)
18 Mountain

Sideboard (15)
Electrickery
Flaring Pain
Latulla’s Orders
Pyroblast
Sylvok Lifestaff

A more aggressive variant than our original example, it still has all of the essential pieces: ample sources of pressure, resilient threats, and board control tools. The deck can quickly curve out and kill like a Sligh deck, or it can take a more controlling axis. For the curious, its control plan is described here. We concluded that the elements for an aggro-control archetype in cube involved providing the following for an aggro player:

1. Sources of incremental value
2. Removal or other disruption that supports an aggro strategy
3. Variety

But just as any of the other major archetype labels can encompass a broad variety of sub-strategies (e.g. draw-go control vs. tap-out control), there are a number of different ways to support aggro-control. Since we’re using goblins as our guide, we have to first ask ourselves what type of aggro-control deck we are dealing with.

And the answer is that it’s an aristocrats deck.

This particular deck type has some existing relevance to the cube community thanks to Gravecrawler, but recent printings from Khans block have essentially revamped the archetype, letting us innovate on what will hopefully be somewhat familiar ground.

But what is an aristocrats deck? Put simply, it’s an aggressive synergy based deck revolving around sacrifice effects and death triggers. Originally designed by Sam Black (you can read his account of the development here), its constructed laurels rest on it winning Pro Tour Gatecrash. The deck was more or less ported over to cube by Jason Waddell, as described here; and since the deck actively benefits from creature death and runs recursive threats, it naturally did very well in cube formats packed with efficient and powerful removal.

Oftentimes when people talk about this deck, they get caught up in the original vision of a B/W/R sacrifice deck. We are going to stay in that familiar spectrum for the time being (peeking a bit into green), but it’s important to step back and remember that we are applying conceptual pieces. You don’t have to stay in the constraints of those colors. The elements we will be dealing with are described by Sam Black as:

1. The Aristocrats: Carrion Feeder and Goblin Sledder
2. The Travelers: Doomed Traveler and Goblin Arsonist
3. The Fodder: Gravecrawler and Mogg War Marshal

In the above, I provide one example each of cards that could show up in the original Gatecrash deck or a pauper goblins list, respectively. The idea is to combine aggressive fodder with sacrifice outlets, which let you convert those previous investments into some sort of advantage. Travelers are creatures that provide some active benefit when they die.

The key principle is to craft an aggro deck capable of converting its prior investments into value. If a durdly good stuff midrange deck can make up for lost tempo via ETB spell effects attached to fatties, our fast aggro deck can make up for lost tempo by maximizing the number of “leaves the battlefield” spell effects we attach to our creatures. This is the core principle at work (and incidentally why I think Thragtusk represents more value than is healthy for a lot of cube environments).

The original Gravecrawler-based aristocrats deck combined Gravecrawler as a fodder card to be used in conjunction with aristocrats, such as Carrion Feeder, in a zombie tribal package. Recent printings from Khans block, however, have provided an interesting alternative in the form of Bloodsoaked Champion.

Let’s nail down the essential pieces and then flesh things out with what we’ve learned from Goblins.

The Fodder

Here we are making a shift towards Bloodsoaked Champion. Gravecrawler is certainly still playable, but the need to support zombie tribal, and the awkward mana cost of some of the supporting cards (Bloodghast and Geralf’s Messenger) is a constraint that is no longer necessary. While Bloodsoaked Champion doesn’t necessitate any tribal commitment, it’s worth noting the two creature types: human warrior.

This means we can combine the card with another well-established beater.

Most cubes already feature a huge density of humans across all colors, and the combination of Champion of the Parish, Bloodsoaked Champion and sac outlets is an outright engine for an aggro deck. The ability to vertically grow a threat adds longevity to the deck’s strategy, as a large Champion of the Parish can compete reasonably well on a board against other large midrange creatures. Meanwhile, the Bloodsoaked Champion provides an element of inevitability against aggro’s other main concern—removal heavy decks.

It gets better, though.

Necromancer in conjunction with a recurring Bloodsoaked Champion is a powerful engine in itself. Goblin Rabblemaster is an excellent aggro beater that can trigger raid, and provide an endless source of tokens to sacrifice.

Mardu Strike Leader’s dash ability (and to a lesser extent Lightning Berserker and Mardu Shadowspear) provides pressure from multiple angles: pumping Champion of the Parish, triggering raid, and providing a token to sacrifice. In addition, dash plays around sorcery speed removal, demanding that an opponent have a diversified removal suite.

It’s worth mentioning there are many other cards that can act as fodder. Any sort of cheap vanilla persist or undying creature would qualify, as would cards like Mogg War MarshalChandra’s Phoenix, or Loyal Cathar.

The Aristocrats 

Ideally, we want cheap 1-2 mana creatures with no mana or tapping cost. The best options are:

Slim pickings. Tymaret is so on par with the overall strategy that it would be a mistake not to consider him, especially since his creature types—warrior zombie—may be relevant to our setup. Cartel Aristocrat is quite good and provides a lot of interactivity on a cluttered board. Carrion Feeder and Viscera Seer are good, cheap sacrifice outlets.

There are a few 2cc non-creature cards to consider: Goblin Bombardment and Blasting StationGreater Gargadon is also an excellent sacrifice outlet in formats that are not too fast for him.

Once we move up the mana curve, however, things become more powerful.

Flesh Carver and Stronghold Assassin require either tapping or mana to sacrifice a creature, but make up for this in terms of power level. There are a number of non-creature sacrifice outlets that also could be run—such as Attrition or Mind Slash—that I don’t recommend as I find they lead to frustrating gameplay.

The Travelers

These are, of course, named after Doomed Traveler. In cube, the best examples would be Tuktuk the Explorer and Perilous Myr. While there are only a limited number of cubeable cards that squarely fit this category, there are lots of creatures that provide creative ways to garner value upon their death. Sacrificing a Mesmeric Fiend (or Tidehollow Sculler), with its trigger on the stack, is a good example. In general, creatures with keywords that doom them to death are our likely travelers. This includes creatures with vanishing, haunt, persist, undying, fading, unearth, evoke, or echo.

There is also a subset of cards that provide value from other creatures dying. Cards like Skirsdag High PriestBlood Artist, and Sylvok Lifestaff. This card pool also encompasses creatures that grow based on graveyard count (Bonehoard), cards that grow vertically upon creature death (Rockslide Elemental), or just useful triggers like Athreos, God of PassageHissing IguanarXathrid Necromancer, and Grim Haruspex. Delve or threshold cards also fit loosely into this category.

The Red Crush

So now that we’ve gone over the basic framework of the archetype, let’s flesh things out a bit, taking inspiration from our pauper goblins. At the moment, we are supporting a low to the ground, removal resistant aggro archetype with sources of card advantage that can grind out a win in the mid to late game if need be. We also have some elements of vertical growth via Champion of the Parish and horizontal growth, thanks to Xathrid Necromancer, Goblin Rabblemaster, and Mardu Strike Leader.

We want all of the same tools that pauper goblins has, just dialed up to our power level: 1) ways to leverage sacrifices into board control, 2) tutors, and 3) burst damage. We need to emulate the effects of cards like SparksmithSylvok LifestaffGoblin BushwhackerGoblin Matron, and Death Spark, which thankfully we can do.

Board Control

An unanswered Goblin Sharpshooter can dominate a board when combined with sacrifice support. Goblin Bombardment can have a similar effect, and the two of them combined can really pose a problem for an opponent on a creature based plan, taking over a board with the assistance of recursive threats and expendable creatures.

These sorts of strategies coincidentally get better with a large store of fodder, and Khans block has given us a card that can fill a variety of roles: threat, removal, or sacrifice fuel.

What a great card for an aggressive aristocrats deck. Outside of being a mana sink, it can act as a surprise threat or help control the board with its tokens. It eloquently supports both the control and aggro axes of the deck.

Raise the Alarm and Midnight Haunting also fill similar roles. Lingering Souls may be a sorcery speed card, but flashback provides another source of board control and pressure.

Burst Damage and Tutors

So now we have a token element that supports both the aggro and the control elements of our strategy. However, we need a Goblin Bushwhacker clone to provide an additional strategic axis based around perceived pressure, rather than actual pressure.

And this brings us to a discussion of anthem effects, most of which are either way too expensive or don’t come attached to a body (problematic for a deck built around sacrificing bodies). Worst of all, many of them are extremely narrow, having no other application than closing out the game. One of the most interesting things about Goblin Bushwhacker is its ability to provide haste, and it would be nice to have an anthem effect active at more stages of the game. Thankfully, the perfect card exists.

An anthem effect that adds a relevant body and which can lead to all sorts of interesting interactions at all phases of the game. This is exactly what we want.

Finally, it would be nice to have a tutor effect like Goblin Matron; and we can easily have this in the form of Imperial Recruiter. In addition, we have an interesting option in green in the form of Collected Company.

So far so good, but how close are we to fulfilling our aggro-control elements? Do we have an aggressive deck that supports:

1. Sources of incremental value
2. Removal or other disruption that supports an aggro strategy
3. Variety

Our entire deck is built around the concept of incremental value and we have access to removal pieces that fit our strategy. We have vertical growth, horizontal growth, sources of burst damage, hand disruption, and removal -resistant threats. We can come out racing, putting an opponent under intense pressure, or we can play a longer grindy game with our sacrifice value engines. Instead of a fragile Sligh deck attacking along a single axis, we now have a dynamic aggro deck; one which we can even expand on if we wish:

Aggro-Combo

We can add aggro-combo elements via a few white double-strike creatures, and copies of Feat of ResistanceAjani, Caller of the PrideVines of Vastwood, or Become ImmenseSilverblade Paladin and Mirran Crusader make their way comfortably into higher power environments; while somewhat more niche are Fabled Hero and Arashin Foremost. The latter is probably currently too narrow, but has some interesting interactions with black’s dash warriors, Secure the Wastes, and Mardu Woe-Reaper.

Value Reanimation

Cards like UnearthVictimizeStitch Together and Alesha, Who Smiles at Death can add an interesting value reanimation axis that lets you reuse travelers to maximize incremental gain.

Persist Combo

Another Khans block gift is Anafenza, Kin-Tree Spirit, which means we don’t have to choose between running cards like Melira, Sylvok Outcast, or upping the mana curve to support persist combo.

Conclusion

There are, of course, other ways to design aggro-control decks. You can focus more on the disruptive aspects if you wish, concentrate on tempo advantage, or experiment with applying this style of deck to other color combinations (or even ultimately bump it up to a midrange deck). This isn’t intended as a piece to be strictly followed, but rather to help people unhappy with their aggro sections think critically about what they can change. Hopefully, walking through a mock design process will have made that a little easier to do.

Happy drafting.

***Also, credit to Safra on the forums for posting similar decks, and getting me thinking about the archetype.

Learning From Pauper – Rethinking Archetype Design

By: Grillo_Parlante

When I woke up this morning I intended to do actually work, but instead found myself browsing pauper content, eventually stumbling across a series of articles by an Italian blogger who goes by the name Near. Pauper is an interesting format in the sense that even though it would be accurate to say that it’s a format defined by commons, it would be much more precise to say that it’s a format defined by pre-NWO commons, and by that I mean, Wizard’s mistakes. The end result is a format executing powerful interactions but fueled by the daintiest of engine pieces. If Vintage and Legacy are the wild guys at the party, Pauper is like their nephew whom you had such high hopes for, until the day you caught him generating infinite mana on turn four in the garage. There is a tremendous amount that Cube can learn from Pauper, as Pauper’s creature-based bizzaro take on a degenerate eternal format offers a unique perspective for cube—itself a creature based, bizzaro take on degenerate eternal formats. And this brings me back to this morning, and Near’s blog post.

In the post, he was discussing some of the common errors in pauper, and number three on his list was “Over valuing Midrange Decks.” The key excerpt, translated below, reads:

“[this is] A common error in almost every format, because Midrange cards appear very strong, given that they often represent the best cards in every color and seem able to handle any situation.”

I think every cube designer has, at one time or another, faced the “Junk Problem” aka the “Good Stuff Problem” aka the “my drafters only want to draft similar looking and playing midrange decks how do I stop this” problem, aka the “my format is ruined because aggro is hardly every drafted and what do I do now” problem. The traditional way of balancing out Magic archetypes is to broadly create “Roshambo” or “Rock, paper, scissors” categories for “aggro”, “midrange”, and “control.” Aggro beats control, control beats midrange, and midrange beats aggro. Unfortunately, even if you do a very nice job designing for control and aggro, if your players are biased towards drafting appealing looking midrange cards, your cube vision can never truly come to fruition, and the entire format is knocked off balance.

So what’s the solution? I’ve seen (and tried) the “nerf midrange to oblivion” plan—didn’t work, casual players just draft bad midrange decks. There is also the “give aggro a super buff” plan—doesn’t work, people just jam the best aggro cards into a midrange shell. Probably the most bizarre (and worst) approach is to just cut aggro completely from the format; the designer evidently resigning himself or herself to a world ruled by King Thragtusk and his Knights of Green Fat.

Pauper, however, poses to us an intriguing question—have we been, perhaps, narrow-minded in our attitudes towards aggro design? Pauper, as a very condensed format, where everything must operate at low CC amounts due to the power of its combo deck and aggro decks, has resulted in some truly bizarre deck adaptations. In this harsh, ultra-condensed world, at what point might a very low CC deck start to heavily bleed parts of the rock/paper/scissors formula to both survive and thrive? What would be the result?

Goblins/Mono Red Control (2014), by jsiri84

Creatures (31)
Goblin Arsonist
Goblin Bushwhacker
Goblin Cohort
Goblin Matron
Goblin Sledder
Mogg Conscripts
Mogg Raider
Mogg War Marshal
Sparksmith

Spells (11)
Death Spark
Flame Slash
Lightning Bolt
Sylvok Lifestaff
Lands (18)
18 Mountain

Sideboard (15)
Electrickery
Flame Slash
Flaring Pain
Gorilla Shaman
Pyroblast
Smash to Smithereens
Sylvok Lifestaff

I choose this list both because it’s an extreme example of this concept (red and creature based), and because of how successful it’s pilots have been in competitive pauper events. You can read more about the deck here or here if you wish, but as it ties into our conversation today, it represents the idea that even fairly extreme looking aggro archetypes can be tweaked to blur traditional archetype lines. Ultimately, it’s probably more correct to describe the above list as an aggro-control deck, and as we go further, let us partly frame the issues in terms of how we can better apply aggro-control principles to our format.

Now, clearly a direct port of this list into any cube would be a disaster. Some designers require a much greater amount of raw power from their cards, a number of these cards are too narrow (sparksmith/goblin matron) to make the conversion, and it’s also possible that certain cards might be too complicated for some play groups (death spark). So let’s focus instead on a few broad principles.

1. Sligh Aggro is not fun for casual players. I want to bring this to the forefront, because we are not going to get very far without acknowledging this basic reality. Remember our quote from Near? Does playing a bunch of 2/1 creatures for 1 mana seem exciting, powerful, or able to handle any situation? The answer is a resounding no. Unfortunately, this one style of aggro defines what many cube designers will support (usually in only 1-3 color combinations), while at the same time providing a critical mass of attractive looking midrange cards in every other single color combination in their cube. Combining this with how sligh decks are very punishing of drafting and play mistakes, and their focus on technical play rather than flashy play, we shouldn’t be surprised when many such cubes finish midrange dominated.

2.Aggro can play the long game. It’s possible to bleed ideas of card advantage and removal into aggressive strategies. The above list has an engine of reusable removal and incremental advantage that can grind out an opponent if it must, or it can just curve out and kill like a normal aggro deck. This combination of removal, and incremental advantage, creates dynamic games that don’t feel like they are largely decided by turn four, while also providing a big flashy (and fun) way to end the game. This helps address the insecurity that drafters may feel about going into an aggro archetype in the first place, as well as the perception that it’s a fairly bland archetype.

3.Aggro-control decks do not need to be spell based or blue. Aggro decks featuring removal and sources of incremental gain can appear in even the most stereotypical of aggressive guises—in this case, little red men. This is good news, since most cube decks are defined more by their creatures than their spells, and also because any form of blue based aggro is notoriously difficult to support in cube.

So, than, the big question becomes how do we provide our aggro decks with:

  1. Sources of incremental gain that facilitate a presence in the long game
  2. Removal or other disruption, that supports an aggro strategy
  3. Variety

But let’s come back down to earth for a moment, and look at some examples of how this might look in practice, based on a few lists from my own budget cube.

R/W Heroic Goblins

grillorwheroic

Starting out safe. We have a pretty typical looking R/W goblins list. The format is a bit slower so having your pressure arrive on turn two is fine here. More relevant to our discussion, is the touch of control elements that work nicely with the aggro pieces: Blood Artist, Goblin Bombardment, Goblin Sharpshooter, Spikeshot Elder, Gods Willing, and Shelter. The latter two specifically can act as conditional counterspells (or conditional removal) protecting key threats, while the remaining four pieces variously serve as reusuable removal, or facilitate incremental gain by allowing the pilot to trade up with tokens. Recursive threats, such as a mogg war marshal, provide another source of incremental gain. Alternatingly, the deck can kill suddenly with fabled hero or the goblin bushwhackers, or go over the top with a heroic threat.

The variety of strategic axes, combined with the ability to confidently enter the mid and late game, helps make for a more appealing aggro package than a typical savannah lions based aggro deck.

Now, let’s take those ideas, and flow with them from the other direction—after all, our focus is on bleeding broad archetypal concepts, not just buffing our aggro decks:

G/W/r Hexproof Auras

grillogwhexproof

Here we have a midrange list, but its 2-3 CC focus brings it closer to the ground than a more traditional 4-6 CC midrange deck. While there are some faster draw sequences (generally revolving around Favored Hoplite, Ainok Bond-kin, Kor Skyfisher, and Fabled Hero) the list as a whole is much more focused around building an overwhelming board presence to go over-the-top with (though it does support an aggro-combo and horizontal aggro axes to much smaller degrees). The big payoff a drafter gets by going with this slimmer midrange approach, is that the 2-3 cc outlast cards mutually support one another, allowing the pilot to establish a somewhat earlier board presence, while still reserving the ability to horizontally grow dominate threats.

Ultimately, these two decks represent very different strategies, but due to our aggro deck’s potential to play a longer value game, and our midrange deck’s potential to assert early pressure, we’ve blurred those broad archetypal lines making it more difficult for a drafter to draw harsh strategic distinctions, and write off one part of the cube. Most importantly, by bleeding these broad archetypes into one another, we’ve made moving around the cube space a bit more appealing to that stubborn drafter stuck in the midrange comfort zone.

Now, let’s bring everything we’ve talked about thus far together.

Heroic Metalcraft Aggro

grillorwmetalcraft

There is a lot going on here, and I don’t want to divert too much into the very spikey mana base design, but this is a very powerful deck: strategically operating as an aggro deck, but with elements of midrange and control, and representing a lot of different aggro axes.

The heroic mechanic combined with combat tricks and protection effects, provides a source of disruption, as well as acting as conditional counterspells and removal—a form of incremental gain often generated through the combat step. Quite simply, you can trade a protection spell or a pump spell to control what is allowed to exist on the board, while also growing a threat that can later dominate the board through its size. This is a deck that is exerting pressure on turn one or turn two, but has enough control tools to play the long game (while also top decking better due to the wellsprings and low mana count), and can also eventually present a single high quality threat able to dominate the board in a manner not dissimilar to what a midrange deck might do.

Strategically, its capable of going with a fair beat down approach, taking a horizontal growth strategy supported by overrun effects, an over-the-top approach via a vertical growth strategy, or a more exotic aggro-combo approach supported by Fabled Hero, Assault Strobe, protection effects, or any other large vertical growth threat. By designing the cube in a way that blurs these broad archetypes, and by supporting a wide swath of viable aggro strategies beyond just sligh, we’ve created some very dynamic and complex aggro decks. Hopefully, our drafters will begin to understand that in our format, what a mistake it would be to overvalue midrange cards, and what a mistake it would be to dismiss those little red men as being simple idiots that must always effectively win by the midgame.

These ideas are also not so distant from what higher powered formats are capable of doing. The idea, for example, of using recursive threats to gain incremental value is already well represented in Gravecrawler-based black aggro. It may take some creativity to broaden those principles into other color combinations at various power levels, but the precedent for doing so exists.

Happy drafting!

Turbo Living End in Modern

By: Dom Harvey

Now that the Modern PTQ season is over, it’s a great time to explore some more decks that I can’t be tempted to waste a PTQ shot on for another 8 months now! Let’s set the stage first:

With the release of Alara Reborn, players quickly found ways to exploit cascade by using mechanics with wonky costs such as suspend and split cards to bypass cascade’s CMC restriction. At its most ‘fair’ this involved Shardless Agent into Ancestral Vision or Bloodbraid Elf into Boom // Bust, but this quickly moves into unfair territory once you carry this idea to its logical extreme. If you’re willing to contort your spell base so that only one card is on or below the CMC threshold, you can guarantee that a cascade spell will hit that card every time and so build your deck accordingly. In Standard, this meant the delightful Seismic Swans deck:

Lands (41)
Battlefield Forge
Cascade Bluffs
Fire-Lit Thicket
Ghitu Encampment
Graven Cairns
Mountain
Reflecting Pool
Spinerock Knoll
Treetop Village
Vivid Crag
Vivid Creek
Vivid Grove
Vivid Marsh
Vivid Meadow

Creatures (8)
Bloodbraid Elf
Swans of Bryn Argoll

Spells (11)
Ad Nauseam
Bituminous Blast
Captured Sunlight
Primal Command
Seismic Assault
Sideboard (15)
Aura of Silence
Countryside Crusher
Maelstrom Pulse
Primal Command
Vexing Shusher
Wickerbough Elder
Wrath of God

In Extended, you could live every Timmy’s fantasy:

Lands (21)
Calciform Pools
Forbidden Orchard
Fungal Reaches
Gemstone Caverns
Gemstone Mine
Reflecting Pool
Tendo Ice Bridge

Creatures (21)
Akroma, Angel of Fury
Angel of Despair
Bogardan Hellkite
Progenitus
Simian Spirit Guide
Sundering Titan

Spells (19)
Ardent Plea
Demonic Dread
Firespout
Hypergenesis
Thirst for Knowledge
Violent Outburst
Sideboard (15)
Akroma, Angel of Fury
Firespout
Fungal Reaches
Ingot Chewer
Meddling Mage
Putrefy
Venser, Shaper Savant
Vexing Shusher

And there’s always that guy who loves playing Restore Balance:

Creatures (14)
Greater Gargadon
Riftwing Cloudskate
Simian Spirit Guide
Thassa, God of the Sea
Vendilion Clique

Planeswalkers (7)
Ajani Vengeant
Elspeth, Knight-Errant
Garruk Relentless
Gideon Jura
Jace, Architect of Thought

Spells (22)
Ardent Plea
Detention Sphere
Dismember
Fieldmist Borderpost
Firewild Borderpost
Restore Balance
Violent Outburst
Wildfield Borderpost
Lands (17)
Arid Mesa
Forest
Hallowed Fountain
Island
Misty Rainforest
Mountain
Plains
Scalding Tarn
Steam Vents
Stomping Ground
Temple Garden

Sideboard (15)
Anger of the Gods
Detention Sphere
Ingot Chewer
Kor Firewalker
Krosan Grip
Leyline of Sanctity
Mistveil Plains
Ricochet Trap

Fans of 5th-pick draft commons have had it good in Modern and its predecessors since 2010, when Living End arrived on the scene. Since then it’s been the subject of occasional PTQ/GP Top 8s and frequent mockery, both of which it deserves. This year it appeared on Magic’s largest stage in the hands of Michael Hetrick, who booked a 8-0 start at Pro Tour Valencia before falling back into the pack on Day 2:

Creatures (29)
Architects of Will
Deadshot Minotaur
Fulminator Mage
Jungle Weaver
Monstrous Carabid
Pale Recluse
Shriekmaw
Simian Spirit Guide
Street Wraith
Lands (19)
Forest
Swamp
Blackcleave Cliffs
Blood Crypt
Godless Shrine
Grove of the Burnwillows
Kessig Wolf Run
Overgrown Tomb
Stomping Ground
Verdant Catacombs

Spells (12)
Violent Outburst
Demonic Dread
Living End

Sideboard (15)
Ingot Chewer
Shriekmaw
Sin Collector
Leyline of the Void
Jund Charm

Hypergenesis was much more explosive than Living End and was capable of much more busted starts, but in trading Emrakul for Deadshot Minotaur you gain a certain consistency. The conceptual beauty of Living End is that your cyclers both put themselves where they need to be for Living End and get you one card closer to a cascade spell. This helps the deck tremendously against discard and in any kind of long game. Want to match the control deck land drop for land drop? Seeing at least one extra card a turn lets you do that. Need to find a sideboard card to answer their hate? You may be drawing to two or three outs, but you have many more streets to hit them on.

(And of course, there are the games where Plan A is called off and you start hardcasting Valley Rannets, or you resolve a small or ‘desperation’ Living End and get to relive Alara Limited. The fact that Living End has a failure rate – that manifests itself in hilarious ways – is a knock against the deck from a pilot’s point of view, but speaks well to its contribution to the format).

One big problem with the deck is that, in a format of ruthless and quick combo decks, Living End usually makes a cursory effort of winning around turn 4, and doesn’t close out the game immediately. If you only bring back two creatures with Living End, a removal spell and any respectable blocker is enough to put the game back in their corner; and if you take time to power up your Living End, they have more chances to advance their own game plan. What if we traded in that staying power for racing stripes?

Creatures (24)
Monstrous Carabid
Deadshot Minotaur
Architects of Will
Glassdust Hulk
Street Wraith
Faerie Macabre

Spells (13)
Violent Outburst
Ardent Plea
Demonic Dread
Living End

Mana (3)
Simian Spirit Guide
Lands (20)
Mana Confluence
City of Brass
Gemstone Mine
Forbidden Orchard
Darkslick Shores
Seachrome Coast
Llanowar Wastes
Shivan Reef

This is a no-frills list built with the sole aim of resolving a big Living End as soon as possible. The most common way to stock your graveyard quickly outside of Street Wraith is:

T1: 1-mana Cycler
T2: 1-mana Cycler x2
T3: Living End

Hetrick’s list is better at this than most as he has Architects of Will alongside the Jund-tinted cyclers, but Glassdust Hulk gives us the full 16 ‘1-drops’ and Faerie Macabre pitches for free too. Hetrick has only 8 cascade effects, and Demonic Dread spends a lot of time complaining that it has nobody to play with. This list has 8 unconditional cascaders, rising to 10 when Dread is relevant. All this is possible thanks to Mana Confluence, which allows us to play 16 rainbow lands and only have a few gaps to fill with fastlands/painlands.

With this manabase we can take our pick of sideboard cards as long as they fit the 3 CMC constraint. Ingot Chewer and now Wispmare are additional 1-mana ‘cyclers’ and efficient answers to hate cards (though beware of tension between Ingot Chewer and Architects/Hulk) and Shriekmaw is a more heavy-duty answer to creatures, Ricochet Trap is the go-to card against counterspells (Hetrick’s Sin Collectors complement these well, but with a rainbow manabase we get to upgrade to Vendilion Clique), and Beast Within is an all-purpose answer that lets you tax their mana. Timely Reinforcements is a possible safety valve against aggro decks. The 4th Living End belongs somewhere in the 75 as you don’t want to cascade or draw into them all when the game goes long against blue decks. The 3rd Demonic Dread in the board might be right too, as using it as a 3-mana Wrath is perfectly fine in some matchups.

As for possible resistance, you will face down countermagic at some point. Traditional Living End tries to pick fights with cards like Fulminator Mage or Beast Within that threaten to mess up the opponent’s mana. We can’t mimic that approach – we could sideboard Fulminator Mage, but most of the blue decks can also switch plans quickly with Snapcaster and Lightning Bolt, which happens to be great against our City of Brass/Mana Confluence deck; drawing out the game just plays into their hands. Instead, we have attack when their shields are down. They have to live in constant fear of Violent Outburst: you often get more time than you ‘should’ because they can’t afford to tap out as long as you have 3 mana open. You can exploit this with the help of Simian Spirit Guide: if you cycle mainphase when you have two land and play the land that you ‘topdecked’, most opponents will assume they have a turn of safety. Even if they know the premise of your deck, they often won’t be watching out for Simian Spirit Guide; and if they are, they may assume that it’s unlikely you have Outburst *and* Guide right here. In any case, EOT Outburst into a second cascader on your turn is the best way to fight through countermagic. The sideboard gives us Ricochet Trap, an efficient way to force through a spell that has random but useful applications against Snapcaster Mage.

Discard is much less of a concern than it is for most combo decks. Old favourites like Hive Mind and Enduring Ideal get written off, whatever their other strengths, because it’s so hard for them to beat a naked Thoughtseize. By contrast, this deck is as homogeneous as it gets for a combo deck – you have only have cyclers and cascaders. They’re gunning for your cascaders, but they have maybe 6 discard spells that they have to draw naturally while you have ten cascaders and can tear through your deck to find them. Discard is a worry when it’s stripping away your answer to a hate card, but beyond that it’s refreshingly easy to fight through.

Graveyard hate is in short supply at the moment – there’s no established ‘graveyard deck’, and there are so many bases to cover in Modern that you can’t waste sideboard slots on fringe decks. That means you rarely see full-on hate like Rest in Peace, which requires an answer; instead, the most you’ll face is Scavenging Ooze and Relic of Progenitus (and formerly Deathrite Shaman though, as Hetrick pointed out, the presence of DRS wasn’t all that bad as it forced graveyard-based decks out of the format and so reduced the need for dedicated hate). Most decks running Ooze either will often have non-green lands in play when they cast it, so you’re looking at two or maybe three activations on one turn. Rather than cycle every turn and let them use Ooze to full effect, it’s best to sandbag cyclers and fill your graveyard in one turn – you may only get to Living End for a few creatures, but that’s often enough. Alternatively, you can burn a cascade spell as a Wrath of God, and then cycle to your heart’s content. If you’re on the play, you can also just resolve a Living End before they get to untap with Ooze.

Relic of Progenitus is a little harder. If possible, bait a Relic activation with a ‘small’ Living End, and then with Living End still on the stack you can bin cyclers (typically the free cyclers in Street Wraith and Faerie Macabre) and proceed as normal; and, as above, you can sometimes just power through it with back-to-back cascade spells. If you want other cards in your graveyard to feed to the tap ability, deliberately ticking down Gemstone Mine can do the trick.

The deck is a blast to play – ‘drawing’ tons of cards, a splashy combo finish, and the occasional bizarre game that degenerates into primitive combat. It has a lot of raw power – you get to cast a thermonuclear Martial Coup on the third turn in most games – and can easily steal games even in ‘bad’ matchups. I highly recommend giving it a try.

UW Tron in Modern

By: Dom Harvey

Blue-based Urzatron decks have been fan favourites in Standard and Extended for years now, putting up many pilots into GP and PT Top 8s. They also made their voices heard in Modern, where UW’s most high-profile finish came in the hands of LSV and Gerry Thompson at Grand Prix Lincoln eons ago:

Lands (25)
Celestial Colonnade
Eye of Ugin
Hallowed Fountain
Island
Seachrome Coast
Tolaria West
Urza’s Mine
Urza’s Power Plant
Urza’s Tower

Creatures (4)
Elesh Norn, Grand Cenobite
Emrakul, the Aeons Torn
Iona, Shield of Emeria
Ulamog, the Infinite Gyre

Spells (31)
Azorius Signet
Condescend
Day of Judgment
Expedition Map
Gifts Ungiven
Oblivion Ring
Path to Exile
Remand
Repeal
Talisman of Progress
Thirst for Knowledge
Timely Reinforcements
Unburial Rites
Wrath of God
Sideboard (15)
Celestial Purge
Disenchant
Dispel
Ethersworn Canonist
Ghostly Prison
Grafdigger’s Cage
Negate
Pact of Negation
Rule of Law
Timely Reinforcements
Wurmcoil Engine

As Jund became dominant and decks like Robots and RG Tron rose up as answers, UW Tron was regretfully edged out of the format. However, with Modern shaken up by the bannings, things have changed in a way that’s favourable to UW Tron; and interest in the deck was rekindled when Reid Duke sleeved it up at GP Richmond:

Spells (32)
Azorius Signet
Batterskull
Expedition Map
Talisman of Progress
Detention Sphere
Oblivion Ring
Condescend
Gifts Ungiven
Path to Exile
Remand
Sphinx’s Revelation
Thirst For Knowledge
Day of Judgment
Supreme Verdict
Timely Reinforcements
Unburial Rites
Wrath of God

Creatures (3)
Elesh Norn, Grand Cenobite
Emrakul, the Aeons Torn
Iona, Shield of Emeria
Lands (25)
Island
Plains
Snow-Covered Island
Celestial Colonnade
Hallowed Fountain
Seachrome Coast
Urza’s Mine
Urza’s Power Plant
Urza’s Tower

Sideboard (15)
Grafdigger’s Cage
Torpor Orb
Spellskite
Ghostly Prison
Celestial Purge
Disenchant
Dispel
Mindbreak Trap
Negate
Pact of Negation
Remand

Why play UW Tron?

  • It’s powerful. In a format as varied and unforgiving as Modern, you need to have a strong, proactive plan; UWR Control is a good deck, but you don’t want to be grinding out small edges all day unless you’re much more skilled than your opponents. I’d much rather force my opponents to be scared, and UW Tron does that well – you ‘earn’ a ton of free wins with T3 Gifts Ungiven or early Tron.
  • It’s fun! You get rewarded for tight play if that’s your thing – between lands that enter tapped, Tron pieces, X-spells, cards that vary in strength throughout the game, and tutors, the deck forces a lot of important decisions on you – but you also have insane Tron-fueled turns that satisfy a more primal urge.
  • Many people aren’t used to playing against it, so they sequence their cards poorly and value them incorrectly. With Unburial Rites in the mix, Gifts Ungiven rarely gives them a choice anymore, but when it does you see a lot of questionable splits.
  • It’s as well-positioned as it’s ever been (‘not very’, I hear you cry). Jund was always a dicey matchup, and that was before they sideboarded Fulminator Mage; the Wrapter-style BG lists with DRS, Scavenging Ooze and quad Tectonic Edge were basically impossible to beat. Zoo is a much easier litmus test to pass, and UW Tron is one of the few decks that can claim a good Pod matchup.
  • It’s cheap! In a world of $80+ fetchlands, many players are priced out of Modern; and when it comes to budget decks, people grimace at the thought of Burn or Soul Sisters (which both need fetchland-powered splashes to be optimized anyway). UW Tron is that rare animal: a blue control deck that doesn’t need fetchlands! The deck clocks in at a very reasonable price for any format, and is one of the cheapest decks in Modern.

The most important thing to understand about UW Tron is that it’s not a dedicated ‘Tron deck’. The Urza lands certainly inform your card choices – bread-and-butter UW Control decks aren’t casting Mindslaver – but assembling Tron isn’t always your first priority. The question that’s always asked (“Why play this over RG Tron?”) displays a fundamental misunderstanding of both decks. RG Tron wants to Tron up as fast as possible every game and must do so to win; UW Tron is a control deck that abruptly changes its gameplan if and when it gets Tron online. The deck is configured with Tron in mind – note Remand and Condescend to dig for missing pieces over the more conventional Mana Leak, or the sacrifices made to accommodate all these colourless lands – but this isn’t its singular focus.

It’s worth looking at how individual card choices further that strategy.

Card Choices

Celestial Colonnade: The deck isn’t busy on the first turn and needs good UW dual lands, so Colonnade is basically free. In Jund’s heyday its primary function was shooting down Liliana, but that’s less of a concern now; and the deck doesn’t rely on it to win as UWR does. As such, I don’t think it’s an automatic part of the deck any more, not least since we have:

Temple of Enlightenment: People are looking for excuses to play Temples in Modern, and this deck is a good home for them. Colonnade is better in the late game and in many board states, but the deck already has the best late game in the format; Temple gives some much-needed help early. One-land hands with Colonnade are auto-mulls, but replace it with Temple and you have a serious decision. In a deck with many matchup-dependent cards and that’s often looking for something specific, Temple is a natural fit.

Tolaria West: Largely a relic of the past given the other options, this card shows up as a 1-of for Gifts piles and the 5th Expedition Map. Having virtual copies of Tormod’s Crypt, Chalice of the Void, Engineered Explosives, or Pact of Negation is useful if you run them (Map -> West -> Pact can be a common line against control or combo).

Seachrome Coast: You want at least one as a pain-free untapped dual to Map for; beyond that, I find it worse than Hallowed Fountain most of the time. Having your second coloured source enter tapped is the difference between winning and losing far too often.

Fetchlands: Despite what I said above, fetchlands can perform a useful role here. They let you fetch a basic to play around Blood Moon, and in conjunction with Hallowed Fountain you can regulate your life total to turn on Timely Reinforcements.

Expedition Map: At first glance this is an easy 4-of, but there are real concerns about space. Signets are mandatory, you need enough actual lands that you’re not relying on Maps to make your land drops, and you need enough coloured sources that you’re not forced to mulligan or put all your hopes on a Signet resolving; and yet you increase the risk of flooding with every Map or land you add. You can address this by giving your Maps a secondary function as spells as described below; but, as the lists above show, this is enough of an issue to make the Map count an open question. Reid played two, opting for 25 actual lands; Luis played 3; Gerry Thompson argued vigorously for 4.
Personally, I’d rather err on the side of having too many Maps; it’s possible that playing fewer than 4 is just a mistake.

Talisman of Progress: The 4 Azorius Signets are untouchable, and it’s tempting to have a 5th – turn 3 Gifts is the deck’s best start, and maximizing the chance of that is a good use of a slot.

Gifts Ungiven + Unburial Rites: This interaction pushes the deck from fringe FNM choice to serious contender. It racks up a shocking number of free wins, and offers an angle of attack that shrugs off nonbasic land hate and most other tactics used against Tron decks. Elesh Norn is a mandatory target, and Iona is both your best target against many decks and your catch-all answer to random things. Terastodon was necessary in the days of RG Tron, but now Sundering Titan subs in as the ideal target against Zoo/Scapeshift/UWR.

Remand/Condescend: Your first line of defence against combo and valuable ways of seeing cards early. Remand is better when you want to play another spell in the same turn, but Condescend is a permanent answer to the most troubling cards for the deck – Liliana, Geist of Saint Traft, Deceiver Exarch, Vendilion Clique, Birthing Pod, and many more – and seeing the extra card with Scry tips the balance in its favour. Reid made the interesting move of sideboarding 2 Remand, noting that the card was much better on the play; in many matchups you either want the counterspells or you don’t, but against decks like Jund their usefulness is largely determined by the die roll.

Repeal/Oblivion Ring/Detention Sphere: You need some number of versatile answers to handle things like Liliana, Birthing Pod, Stony Silence, and other things that can’t simply be swatted away with a Path.

Day of Judgment/Wrath of God(/Supreme Verdict): I never liked MD Wrath effects, but their stock has risen in a format defined by Pod, Affinity, and Zoo. That said, against Zoo I would generally prefer cheaper removal and Pod has a lot of cards that survive through or frustrate Wraths, so I only really want them against Affinity. That matchup is shaky enough that it might be worth it, but I’d rather have a sleeker maindeck and overcompensate in the sideboard. Supreme Verdict is not a realistic card if you actually want to cast it on turn 4, so if you want to Gifts for three Wraths I’d play Noxious Revival or Hallowed Burial. Consider Oblivion Stone as an all-purpose colourless sweeper that’s fine against Twin and is a lock with Academy Ruins.

Timely Reinforcements: Another card with a broader remit than you might think. Everyone knows how strong this card is against Zoo (though less so with Ghor-Clan Rampager in the picture), but it sounds bizarre to say it’s good against UWR Control; yet, although it’s on the cutting block when you sideboard, it has a unique duty in game 1. Your deck is well set up against UWR if the game goes long, so their best hope is to be very aggressive with burn and Snapcasters and use their countermagic offensively; Timely stamps on that plan. Likewise, the easiest way for Pod to win if they don’t draw Pod is to flood the board and get you dead as soon as possible; Timely buys you a lot of time against those starts. UW Tron makes the best use of Timely of any deck I’ve seen, and that fact is key to understanding the deck: you’re not a control deck that needs permanent answers to everything, you’re a combo-control deck that wants to keep pace until your lategame cards can take over. The 2W mana cost fits neatly into the deck’s starts – something like T3 Map + Remand with a dual + 2 Tron pieces in play, T4 crack Map for the third Tron piece + play Timely to buy time is common.

Snapcaster Mage/Noxious Revival: These make your non-Unburial Rites Gifts piles much more potent – you can Gifts for SCM/Revival/Tron piece/X to set up Tron, SCM/Revival/Path/Timely against aggro, and so on. If you run Ruins/Mindslaver, SCM/Revival/Ruins/Slaver gets you there immediately. The downside is that both of them can be awkward to draw naturally, but I think that’s overstated. Snapcaster may not be at its best here given the pressure on your coloured mana and the lack of cheap spells, but it’s still solid; and, if you look at UW’s common SB cards, most of them are exactly what you want to replay with Snapcaster – Disenchant, Celestial Purge, Negate. The card is also filthy with Timely Reinforcements, and lets you be more fearless with Gifts against decks with countermagic.

Noxious Revival is not something you put in your deck for any fair purpose, but it does decent work. The card disadvantage doesn’t matter if it furthers your game plan, and I’m happy ‘losing’ a card to rebuy Timely Reinforcements against aggro or a Gifts against discard. It also has some cute but relevant corner-case uses versus Snapcaster, Eternal Witness, Past in Flames, etc.

Eye of Ugin/Emrakul, the Aeons Torn vs. Academy Ruins/Mindslaver: The attraction of Eye is that it adds inevitability and lets Expedition Map do something when you already have Tron; my problem is that Emrakul is a blank card before you have the game locked up, whereas Mindslaver is faster against combo decks and is more likely to do something game 1 against aggro; Ruins also works with possible SB cards like Wurmcoil Engine, Sundering Titan, Spellskite, or Torpor Orb. You could run Eye and Ruins, but then you’ve burnt your open slots; or you could sideboard Emrakul, but even control decks are trying to be more aggressive against you post-board. I prefer making Academy Ruins into a game-ender by having more relevant artifacts to recur (Mindslaver, Sundering Titan, Oblivion Stone), but this also demands quite a few slots. Note that Eye is a spell in disguise, and shouldn’t be counted as a land.

Wurmcoil Engine: When Jund was the deck to beat, you wanted as many copies of this card as possible; now, the aggro decks have Path or are full of fliers. It’s still nice to have against Jund or as a way to increase your range of possible nut draws, but it’s not the auto-include it is in RG Tron.

Karn Liberated: This card is much less brutal here than in the RG Tron deck, where it can come down on turn 3 or 4 with a scary frequency. For us it’s an overpriced Vindicate most of the time, and you should be winning the games where you have fast Tron anyway.

Sphinx’s Revelation: I understand the temptation to play this card – I really do – but when am I supposed to want it? The deck doesn’t need more cheap card draw, and if it did you wouldn’t turn to Revelation given how inefficiently it converts mana to cards. It’s only usable when you have Tron, but then it’s competing with Mindslaver, Eldrazi, Wurmcoil Engine, Sundering Titan, Karn… all of which have a more immediate impact, and none of which demand WUU in a deck with 12+ colourless lands. I can imagine a Tron deck that plays towards Revelation, but it would lean far more heavily on Signets and Talismans than the Urza lands.

Sideboarding

Sideboarding usually involves tinkering with the finishers so you have a suitable Rites target and don’t draw irrelevant and expensive cards, but your priority is ensuring you have enough cheap interaction – hence Dismember against creature decks, Celestial Purge against Storm/Jund, countermagic against control/combo, and so on. Your sideboard plans should also anticipate theirs. Most white decks will have Stony Silence, so you could swap out the Mindslaver kill and shave a Map. Torpor Orb is great against Twin but they’re already bringing in Ancient Grudge, so maybe you look at Suppression Field or Ghostly Prison instead. UWR might get more aggressive with Vendilion Cliques, so you don’t want all countermagic and no removal…

Gifts Ungiven makes crafting your sideboard that much trickier – instead of doubling down on your strongest card for the matchup, you have to consider deliberately opting for ‘weaker’ cards to diversify your Gifts piles. Sometimes the loss is negligible – Day of Judgment/Wrath of God – but occasionally the best option is so much better that there’s a real downside. Suppose you want a Gifts pile for Robots. Most of the time Unburial Rites on Elesh Norn will be good enough, so you first have to decide if the failure rate is high enough to warrant another plan. If it is, you look at the likes of Wrath of God and Hurkyl’s Recall; but Recall is so good that playing more copies of it and hoping to draw it naturally might be better.

General Tips

As for playing the deck, I can’t overstate the importance of careful sequencing. Mapping out the game’s opening turns is a crucial skill for any deck, but especially so for UW Tron. Take an opening hand of Temple of Enlightenment, Urza’s Mine, Urza’s Tower, Expedition Map, Condescend, Gifts Ungiven, Path to Exile. Your instinct might be to lead with Temple, but when are you playing Map? Turn 2 Map means that you can’t Condescend that turn, but you can crack it on 3 and have full Tron on 4; however, if you Condescend on 3 you can’t complete Tron and play Gifts next turn.

Alternatively you can hold up Condescend for their 2-drop and then play Map with 2 mana up on turn 3; but then if they force your Condescend on turn 3 you’re in the same predicament. Starting with Temple also leaves you in the dark for scry; you’re definitely keeping a Power Plant or a Signet, but what about Timely Reinforcements? Future draws can change the flow of the hand – if you pick up a coloured source or an expensive colourless card, you would rather have led with a Tron piece.

Making good Gifts piles is about understanding what your opponent’s scared of. People want to stop you completing Tron, so throwing in the missing Tron piece is a good way of narrowing their options; if that Tron piece is what you’re after, you usually have to put at least 2 ‘copies’ of it in – against Zoo, for instance, Gifts for Path, Timely, [Tron piece], Map generally forces them to give you the latter two and hope you have nothing to ramp into. You can apply the same principle with any card that happens to be good at the time – if you seem to need a Path but already have it in hand, searching for one will secure you access to whatever you actually want. One nice tactic if you know you’ll have Tron is to Gifts for the third Tron piece, an expensive card (such as Elesh Norn or Mindslaver), and two decent spells; they will often try to strand the expensive card by giving it to you and binning the Tron piece, playing right into your hands.

When it comes to breaking up Tron, people automatically gun for Urza’s Tower unless given a reason not to. This is the right play, but one that’s easily exploitable if you have time and mana to spare. If you can assemble Tron already and have a redundant Map, you can Map for the ‘last’ Tron piece and draw out their land destruction with it, letting you recomplete Tron from hand next turn; or if they have something like Spreading Seas that they want to use proactively, you can play a redundant copy of the land as bait (this is especially nice if it’s a Tower).

If you’re setting up Timely Reinforcements, be aware of how the opponent’s life total might change in the window before you play it; a Zoo player cognizant of how good the card is will be using fetchlands and shocklands very aggressively to whittle down their own life total and can use burn spells on themselves in response to Reinforcements; likewise, a Pod player might have Spellskite or Redcap. The same goes for their creature count. Timely Reinforcements was one of the few ways to protect a Rites target from an on-board Liliana against Jund unless they were willing and able to kill their creature at the right (Rites?) time; and if you were relying on the Soldiers to block a Raging Ravine, a Dark Confidant might take one for the team and ruin your day.

One way for decks to beat you is to overload your coloured mana; if they force you to cast multiple spells in a turn and you time them poorly or don’t have enough sources, a close game can easily be lost. This worry is very acute against Twin, where Exarch can put pressure on your Signets or force your hand on a Map, or against any deck with Tectonic Edge. If you’re relying on having Condescend up for their spell, take time to confirm that it’s actually safe to use your other blue source on a Thirst for Knowledge.

To address a common concern, Blood Moon is much less scary than you might think. Between Signets and basics/Map, you can either ignore it or find a spot to remove it; it’s tougher if they’re attacking your Signets, but in general Moon only delays the inevitable or wins games that they were going to win anyway. That said, you want to have access to answers so that you’re not always living in fear.

Here’s the list I’m playing at the moment:

Lands (24)
Celestial Colonnade
Temple of Enlightenment
Hallowed Fountain
Seachrome Coast
Scalding Tarn
Island
Plains
Tolaria West
Urza's Tower
Urza's Mine
Urza's Power Plant
Academy Ruins

Artifacts (9)
Expedition Map
Azorius Signet
Talisman of Progress

Gifts Package (9)
Gifts Ungiven
Unburial Rites
Elesh Norn, Grand Cenobite
Iona, Shield of Emeria
Sundering Titan
Mindslaver

Spells (18)
Thirst for Knowledge
Condescend
Remand
Path to Exile
Dismember
Repeal
Timely Reinforcements
Sideboard (15)
Wurmcoil Engine
Snapcaster Mage
Wrath of God
Day of Judgment
Dismember
Engineered Explosives
Negate
Mana Leak
Pact of Negation
Venarian Glimmer
Hurkyl's Recall
Disenchant
Celestial Purge
Ghost Quarter

Some of these cards weren’t mentioned in detail above, so a few remarks:

  • Sundering Titan occupies the Wurmcoil Engine slot; you want a colourless haymaker that rewards you for assembling Tron, and Titan is better against Twin/Pod as well as UWR Control and various other decks (while being a little worse against Jund and bad against Robots). It’s possible that it should be another Mindslaver, but Titan is the best Rites target a lot of the time and you would want it somewhere in the 75 anyway.
  • Mana Leak is there as an all-purpose answer to add to Gifts packages when you need a counterspell, but its efficiency means that you can bring it in even when Condescend and Remand are lacklustre.
  • Venarian Glimmer is a rare blue discard effect; I had Vendilion Clique for a while, but Glimmer does the same thing much of the time while not replacing the card and is also easier on the mana (and nice in conjunction with Snapcaster).
  • Ghost Quarter is an important Map target against manlands and gets brought in whenever your Signets/Talisman are under attack as a 25th land (of sorts)

This only scratches the surface of what can be said about the deck; Reid Duke sums it up nicely in his article:

For further insight, Gerry Thompson’s archives contain a number of good pieces:

http://www.starcitygames.com/article/25861_Chasing-Platinum-Grand-Prix-San-Diego.html
http://www.starcitygames.com/magic/standard/23734_Tron_Primer.html
http://www.starcitygames.com/magic/modern/23651_Ninth_At_Hoth.html

Thanks for reading, and I’d love to read any feedback on the forums.