Mindslaver Lock

Started by Munchlax, August 12, 2014, 04:23:14 PM

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Munchlax


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.

Hugeaxe

Replace the chromatic star for chromatic lantern it replaces it quite well it a bit more mana costly but worth it

Munchlax

Quote from: Taysby on August 12, 2014, 04:44:59 PM
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.
Thank you for explaining why. Just a question. Have you ever tried this build?

Joshnoodles

Maybe some  {Tolaria West} over some islands to search for academy ruins

cltrn81

Quote from: Joshnoodles on August 13, 2014, 05:33:32 AM
Maybe some  {Tolaria West} over some islands to search for academy ruins
Problem 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.