Tron vs Grixis Moonshadow 2-0
This is the latest article in a series on Tron.
Game 1
Plan is to go:
- [Mine]
- [Plant] + a talisman
- Any land + Sowing Mycospawn -> get [Tower] and complete Tron.
- Play the second [Mine], get {10} and cast Ulamog
My opening hand has the whole plan in it.
Opponent makes a mistake (IMO) by taking Kozilek's Command with Thoughtseize, rather than disrupting my main game plan by taking Ulamog or Sowing Mycospawn. I think they only have one threat and want to protect it.
Anyway, having {5} open with nothing to cast is clunky, but it lets me do the turn 4 plan. The opponent tries to put up some blockers, but gives up to Thought-Knot Seer of all things.
Game 2
Hand is a bit weird, but it has a two pieces of removal, ramp and ways to find urzatron, if slowly. I keep.
Removing monkey feels correct, even for four life and delaying Expedition Map.
Opponent's plan is much faster than game 1, with DRC on turn 2.
Turn 3, I once again delay my plan to kill Cori-Steel Cutter with Boseiju, rather than ramp.
I eventually get out Karn who dies immediately, but gets me Tormod's Crypt to turn off delirium.
I am planning to force the DRC to attack, then exile the graveyard and force it to run into my [Mycospawn], but the opponent has more interaction in hand, and even takes my second Karn with [Thoughtsize].
At this point, basically every card in the deck lets me answer the DRC for at least a turn or two, but topdecking [Devourer] is still probably in the top 3, next to Ulamog and Ugin.