Mindslaver Lock 60 cards, 0 sideboard 4 {Urza's Tower} 4 {Urza's Power Plant} 3 {Academy Ruins} 9 {Island} 4 {Urza's Mine} 24 lands 4 {Platinum Angel} 1 {Platinum Emperion} 3 {Trinket Mage} 4 {Treasure Mage} 1 {Wurmcoil Engine} 1 {Emrakul, the Aeons Torn} 2 {Blightsteel Colossus} 16 creatures 4 {Expedition Map} 4 {Sylvan Scrying} 4 {Remand} 2 {Mindslaver} 4 {Chromatic Star} 2 {Prophetic Prism} 20 other spells Sideboard Notes: Something my cousin built that is currently doing quite well. Looking for suggestions. The deck works by assembling tron, dropping Mindslaver, then effectively stopping everything the opponent wants to do. This works through Academy Ruins and Mindslaver. While that's going on you beat the crap out of the opponent with large creatures you're pulling out while you're opponent can't do anything. |
Quote from: Taysby on August 12, 2014, 04:44:59 PMThank you for explaining why. Just a question. Have you ever tried this build?Quote from: Hugeaxe on August 12, 2014, 04:34:22 PM
Replace the chromatic star for chromatic lantern it replaces it quite well it a bit more mana costly but worth it
No. The star draws you a card and let's you play stuff like trinket Mage while not missing a tron land drop. The lantern would slow you down a turn.
Quote from: Joshnoodles on August 13, 2014, 05:33:32 AMProblem is tolaria west transmute cost is {1}{U}{U} so the more island you take out and the less opportunity to transmute. Besides {expedition map} and {sylvan scrying} can find it after he gets Tron out.
Maybe some {Tolaria West} over some islands to search for academy ruins