Magic: the Gathering
Warping Wailin maindeck, because the versatility that the card brings for countering important spells and exiling problematic creatures, it does just what you need at the beginning of the game. Together with
Chalice of the Voidthat disables fast decks and
Matter Reshaperthat often transitions to the midgame, being an important blocker while generating some value for us.
Eldrazi Temple, for example, generally play the Temple first to have a possible
Thought-Knot Seerturn 2, unless you have one “Bomb” in your hand, like
Karn, the Great Creator. • In some situations when you have
Expedition Mapon turn 1 and only one piece of Tron, but you still have enough other lands to play most of the spells in your hand, do not sacrifice it in the first turns, as sometimes the second Tron piece can come in the following turns and the map will complete the last one that was missing. • There will be many situations at the beginning of the game that you will have the option to use
Reality Smasher. Almost always
Thought-Knot Seermust be cast first, as the "Thoughtseize effect" on your opponent is best used at the beginning of the game, being able to remove the removal that would later target the Smasher. • Try to leave
Walking Ballistafor the late game, but don't be afraid to do it in turn 2 to kill a dork, because sometimes this mana delay generated in the opponent that gives us time to find something most powerful in the game.
Karn, the Great Creatorwith
Liquimetal Coatingcan transform your non-creatures artifacts into creatures. That is, we can transform
Ugin, the Ineffableinto a creature with a 6/6 body, which is quite relevant in certain cases. • And finally, two important tips against Burn. It may be more impactful to put the
Chalice of the Voidpost side to X = 2 instead of X = 1, because Burn players try to keep hands that avoids a Chalice to X = 1 or are often with a
Smash to Smithereensin hand. But don't forget that if you use Chalice for 2, you won't be able to make another one for 1 later, as it will be countered. Another tip, if you have enough land in your starting hand to use your spells, it is advisable not to put
Expedition Mapon the field in turn 1, as it may happen that you do not have the opportunity to search for a land and it becomes a possible target for
Smash to Smithereens.
Karn, the Great Creator, this weakness was mitigated, since we now have access to our Sideboard in several situations during the matches, including in game 1.
Ulamog, the Ceaseless Hungerto win by exiling their library. Often the opponent starts with
Arbor Elf, and if you can remove it, do it, as it is common for our opponent keeps risky dorks hands, in addition to the risk of having him cast a
Collected Companyon turn 2.
Skyclave Apparitionis usually a headache for us, so
Chalice of the Voidis not a good card to keep. It’s good to leave
Pithing Needleon the sideboard to pick up with
Karn, the Great Creator. Avoid relying on Tron in this match, as the chance is high that your opponent will side in
Damping Sphere, since the deck uses several copies on the Sideboard. IN OUT
Karn, the Great Creatoris the one who wins most games, so protect him in the best way as possible.
Chalice of The Voidis a very bad card on the mirror, but if you have a Karn on the field and your opponent does not, pulling Chalice from the sideboard and doing it to X = 4 can close the game, as the opponent is likely will not be able to remove it and his Karn will be countered. Be careful to name cards with
Pithing Needle, they can have an effect against you as well. IN OUT
Lurrus of the Dream-Denit got even more complicated.
Chalice of the Voidfor X = 1 takes a good part of the spells and gives us some time, but it may not be enough, as they have
Scourge of the Skyclaves. As it is a popular deck, it was necessary to dedicate a slot in the Sideboard against these variations. The
Tumble Magnethelps to temporalily deal with problematic creatures from the opponent without stop attacking with ours, as the
Ensnaring Bridgedoes, which is quite interesting, since in many situations you lose to a single giant creature . The
Karn, the Great Creatora problem for our opponent, as it can give us what we need at the decisive moment of the game. This side in / out can vary according to the opponent's list, but in general this is how I do it. IN OUT
Thought-Knot Seeris excellent in the game. If you cast
Matter Reshaperon 2 or a removal and
Thought-Knot Seeron 3, you'll be at great advantage. And as stated above, consider casting
Chalice of the Voidfor X = 2 instead of X = 1.
Radiant Fountainalso helps us for zero mana, in which many games can be won at the limit, which makes these 2 life very relevant. IN OUT
Chalice of the Voidcan shine and win some games for free, but there are quite problematic cards on the other side as well, such as
Stormwing Entity. These are the creatures that define the game, so it may seem strange to keep
Dismemberin a game that the opponent's deck works as a "Burn", however these creatures need to leave immediately or we will probably lose the game. If you have the opportunity to kill a
Walking Ballistafor X = 1, do it, this is usually the right choice. Against these more aggressive decks it is worth playing with 23 lands, which is why I am siding out a
Tectonic Edge. IN OUT
Stoneforge Mystic. Based on that, we don't need as many removals, so I usually leave just one
Shark Typhoon. In addition, we play a fairer game, because it is difficult to count on Tron, since the opponent has
Field of Ruin. The
Karn, the Great Creatoris once again a decisive piece for our victory, try to force spells before using it so that the opponent spends his counters and removals. Also try not to be totally vulnerable to a
Jace, the Mind Sculptor, because if it stays on the field for more than 2 turns, you will hardly be able to deal with it. So it is important every now and then to hold a
Reality Smasherin hand if he taps for Jace on turn 4. IN OUT
Chalice of the Voidis a good card that can guarantee some games or at least save time. If you are on the play,
Warping Wailcan counter
Ancient Stirringson the curve and disrupt the opponent's Tron early.
Karn, the Great Creatoris decisive in ensuring victories. In general we have few tools on the Sideboard for this match.
Karn, the Great Creatorwhich is much worse for us. Our hands need to be aggressive by closing the Tron quickly or with multiple Temples.
Chalice of the Voidis a good card in the game, as we can do it for X = 0 and counter the
Summoner’s Pact. Many people ask me if Chalice is not better for X = 1 to remove
Amulet of Vigor, but here we need to reduce the means for victory our opponent has, so removing threats is the key to winning. Avoid leaving
Azusa, Lost but Seekingand
Dryad of the Ilysian Grovein the field,and don't be afraid to spend removals on them. The
Pithing Needlehas some functions on this matchup: either to stop
Sakura-Tribe Scoutat the beginning of the game or to name
Slayer's Strongholdto avoid a [[Primeval Titan] ] with haste. IN OUT
War of the Sparkand with the latest bans in Modern, Eldrazi Tron returns to take center stage, without having to attack a specific Metagame to be successful, becoming a consistent choice in the current format. I hope I helped with some questions about the deck. Thanks for reading and may the Eldrazi Temples be with you!