Spammy V wrote:So I finally put together a Mono-Green Tron list ...
tombombodil wrote:Spammy V wrote:So I finally put together a Mono-Green Tron list ...
How does it feel to be a complete sellout piece of crap
JK mostly, Tron is an interesting mainstay of the format. One of the few top-tier decks that has been around since the beginning and not been banned out or significantly altered by the addition of new cards. Probably because there has always been pretty solid reliable sideboard tech for it, and they just keep printing more. It has only ever been edged out of the format in a big way when there was 1 or 2 REALLY dominant decks that were also edging everything else out and then got banned.
Was the Merfolk player not playing Spreading Seas? Because I don think I've ever lost a best of 3 to Tron with my fish list at a major tournament.Spammy V wrote:So I drove up to MagicFest Dallas to hang out and play side events with my new Tron list, and as much as you can spike the three-round side events, I spiked the three-round side events. In both the double prize events I somehow summoned tribal matchups that Tron can beat (Elves, Elves (Two Elves players out of like 50 people!), Merfolk, Spirits) and did so. 2-1 in one event and 2-0-1 (they let you drop after two wins and give you a draw on the last round) in the second. Between that, their turbo events, and Commander games I got a pretty considerable stack of prize tickets. I spent about half of them on the Standard singles they had at the table so I could get stuff I wanted in the collection for Commander and the rest on a box that gave me enough trade-in value that I finally got an Ensnaring Bridge for my Tron deck for about a quarter of what it would normally cost. I'm going to call this weekend a success.
Also in every Commander game when I was on the Teysa Triple Threat deck that can crank out tokens like mad someone played Coat of Arms and it killed them. Don't run Coat of Arms.
Spammy V wrote:So a
way back whenwithin the last year jeez I read an article somewhere about using Lord Windgrace as the commander for a Superfriends list, and getting an Evolution Sage in the War of the Spark box I got inspired me to start going through my bulk Planeswalkers to put something together. This is what I've ended up with, using a Wrenn and Six art card as a proxy. If you count the flip Nissa, 26% of the deck is Planeswalkers.
The pros of the deck are that games where Windgrace sticks just flow so smoothly with either drawing an extra two cards per turn or getting extra lands out. I have not actually needed to use Windgrace's ult so far. I also enjoy the deck having multiple ways to win. Avenger of Zendikar+Alrinn Emblem. Sarkhan the Masterless making all my Planeswalkers dragons. Sorin+Domri+Prossh with haste. Retracing Jaya's Immolating Inferno, Genesis Wave, or Planewide Celebration with Wrenn and Six emblem. Nissas making my lands into creatures for the beatdown.
The cons of the deck is that at times it feels too powerful if I can start deploying Planeswalkers, and... Sometimes turns just take too long. Long solitaire turns annoy me when other people take them, and I'm not that much a fan of tutors (note this deck doesn't have a way to tutor Planeswalkers. That is by choice). But when I have seven Planeswalkers on the board, six cards in hand, and Karn's Bastion as a proliferate option, finding a line and sequencing my turn can take a while and that makes me feel self-conscious. This may ultimately be an every-other-week type deck because of those factors.
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