Tron Eggs

Started by DeathlyFoiend, March 09, 2014, 12:16:54 PM

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DeathlyFoiend


Tron Eggs

60 cards, 0 sideboard


4 {Urza's Mine}
4 {Urza's Power Plant}
4 {Urza's Tower}
3 {Plains}
2 {Temple of Silence}

17 lands


3 {Etherium Sculptor}
1 {Emrakul, the Aeons Torn}
2 {Wurmcoil Engine}

6 creatures


2 {Expedition Map}
4 {Thoughtseize}
4 {Open the Vaults}
1 {Spine of Ish Sah}
4 {Prophetic Prism}
2 {Elsewhere Flask}
4 {Ichor Wellspring}
4 {Chromatic Sphere}
4 {Krark-Clan Ironworks}
2 {Conjurer's Bauble}
4 {Chromatic Star}
1 {Grapeshot}
1 {Faith's Reward}

37 other spells


Sideboard

DeathlyFoiend

Quote from: Taysby on March 09, 2014, 12:40:21 PM
-2 temple and -2 plains, +4 {ghost quarter}
That seems stupid tbh. It doesn't help the combo and I get nothing from path to exile.

DeathlyFoiend

Quote from: Taysby on March 09, 2014, 03:53:05 PM
Oops,d idnt think that through. That would leave you with no basics...
And I don't bring back permanents.

InfinitiveDivinity

Easter Tron. 😆

DeathlyFoiend

Quote from: Taysby on March 09, 2014, 04:30:27 PM
Is aw the faith's reward and jumped to conclusions.  What's the point of this deck?  Draw draw draw until you hit a wurmcoil?
Wurmcoil is a tool to make it easier to stabilize and go off into a lethal off of grapeshot or Emrakul.

Open the vaults is more important. Faith's reward is a fifth of Open.


Easter Tron is an amazing name.

DeathlyFoiend

Quote from: Taysby on March 09, 2014, 05:20:11 PM
If you're still going for a grapeshot, I don't feel like only 5 {open the vaults} will give you enough consistency! and with 4 faiths, you'd be farther ahead to have 4 quarters and lots of basics and fetches.
That is going to be more of a weak point for this deck though. Open the Vaults doesn't bring back permanents. Grapeshot is a backup plan to Wurmcoil and Emrakul which ends up being creature destruction more than anything. And everything in this deck gives up value without the issue of going dealing with the need of keeping up with sacing everything that turn just to get it back. This deck isn't as weak to Thoughtseize as Faith's deck is plus is plays a Tron game almost giving me game one if played properly when not knowing how to deal with it.

You're thinking of a weaker deck with worse consistency and horrible synergy that takes up more of an effort to play right. You have a higher chance to fizzle whole this has a backup plan as a creature deck that can win just through damage.

DeathlyFoiend

Quote from: Taysby on March 09, 2014, 06:59:34 PM
Quote from: DeathlyFoiend on March 09, 2014, 06:48:24 PM
Quote from: Taysby on March 09, 2014, 05:20:11 PM
If you're still going for a grapeshot, I don't feel like only 5 {open the vaults} will give you enough consistency! and with 4 faiths, you'd be farther ahead to have 4 quarters and lots of basics and fetches.
That is going to be more of a weak point for this deck though. Open the Vaults doesn't bring back permanents. Grapeshot is a backup plan to Wurmcoil and Emrakul which ends up being creature destruction more than anything. And everything in this deck gives up value without the issue of going dealing with the need of keeping up with sacing everything that turn just to get it back. This deck isn't as weak to Thoughtseize as Faith's deck is plus is plays a Tron game almost giving me game one if played properly when not knowing how to deal with it.

You're thinking of a weaker deck with worse consistency and horrible synergy that takes up more of an effort to play right. You have a higher chance to fizzle whole this has a backup plan as a creature deck that can win just through damage.

You need to make up your mind.  Which part stabilizes and which part wins?  You just barely said wurmcoil stabilizes into a legal grapeshot, then changed your mind to grapeshot stabilizing into a lethal wurmcoil.  I'm trying to give advice, but I'm confused with what you want...
You're not helping, though. You're thinking of cards that make Eggs good, not this deck. This deck is not eggs at all. This doesn't go through the deck to draw a wincon. This deck goes through cards to build up mana. I am going to build an entire primer on this deck. Wurmcoil helps to stabilize, but it ends up winning the game more than anything because I don't rely on a Grapeshot or Emrakul. There is no true combo in this deck that helps me win like an Eggs deck relying on just 1 win condition.

This deck is meant to cycle through cards to either raise or fix mana while gathering the information and needed pieces to help. Open the Vaults is a card that helps but doesn't ensure the win. Conjurer's Bauble is going to be the weakest card in this deck because it only draws a card but doesn't fix or increase my mana count, so it is only at 2 either giving me the ability to draw another win con or return a card from my graveyard.

The idea of this deck is to win through a lethal Grapeshot or Emrakul, but that is only the idea. Splinter Twin is supposed to win through infinite tokens, but that is not the case most times when playing the game. It is a second battle plan that helps to further the game. I don't want to completely focus on winning through eggs and infinite spells to go through and end the game when it is pretty easy to deal with that combo idea.

The Urzalands, which you're basically saying, "get rid of" is the backup plan on getting mana so that I can play Emrakul or Wurmcoil Engine so that I can stabilize the board or win so that I don't rely on Grapeshot. Grapeshot also acts as creature removal to get rid of pesky creatures so that I can win the game faster or stabilize myself into a better boardstate. 


Now, my friend mentioned to completely scrap black to play cards such as Temple of Enlightenment and Gitaxian Probe because he thinks that Thoughtseize isn't doing anything to further my gameplan while GItaxian Probe allows me to draw a spell and get about the same amount of information.

DeathlyFoiend

Actually, the scry lands are definitely better than the shocklands for this. I got the inspiration from the Top 64 Ad Nauseum deck who ran 4 of them in his main deck and they have been unparalleled when going from a land into an Ichor Wellspring or a better card. The Scry 1 on the duel land is fantastic. I don't think they are too slow for Modern, I think they shouldn't be relied on more than what they already do. I attempted the Godless Shrines and Watery Graves, but I was more pleased with the Scry when testing.

And I'll probably test a 3-of Wurmcoil if I need to go drastic into the aggresive plan. So far, testing hasn't needed it. With the rise of Pod and Pod-hate, the format is going to change thanks to the new GP. I definitely think this deck is going to change it's plan around. Myr Retriever was another suggestion that I could see being awesome as well.