This deck is posted as a "Tron primer", with detailed analysis on the reasons behind its deviation from the more "traditional" RG Tron. It assumes a relative level of "profficiency" with the archetype and the jargon used in its description/comments assumes at least some sort of past knowledge/experience with modern match-ups of its kind. It was created and experiemented with after almost a year of "traditional" RG Tron "grinding".
RG Tron outclasses most mid-range and especially control archetypes of the current meta, however struggles against more combo-oriented decks, and has a tough time to race against aggro decks like RU(G) Delver which dominated the previous meta, the reason for its absence form last year's top lists. If piloted correctly, however, it can be devastating and deliver really "unfair" magic experience.
The most important update is to include Ugin, the Spirit Dragon.
Reasoning: Plain and simple, Ugin is just nuts! The deck won 18 of 20 games against most decks in the format during playtest, and in each game, once Ugin hit the table, even if answered, he had done so much irreversible damage that inevitability was established each time.
Consider a board about to win: 2 Tarmogoyfs and 1 Siege Rhino. Ugin Drops, -4 wipes everything, lives to tell the tale. The opponent must either put more meat out there, only to lose it again (-2 is usually enough and Ugin STILL lives) or hold back, which usually allows Karn Liberated/Wurmcoil Engine to follow up and finish the game. 1 for how many?...
Oblivion Stone
might have done the same... once. Not repeatedly... Except it reads "destroy" not "exile"... and it kills your beat-sticks, too... and if dropped a turn earlier, dies to Abrupt Decay, so still costs the same 8 mana to work properly... hmm...
Ugin controls what is removed and what is not, and paired with Karn, they are just unstoppable, because they can repeat the process time and again.. Karn removes a permanent, "Fogs" damage, for next turn Ugin to wipe the board out. Karn and Ugin together: This is just silly... Karn "Vindicates", Ugin "
Ghostfire
s", two permanents down. Next rurn Karn "eats" a card, Ugin "pings" the opponent...
Honorable mention: Thragtusk makes the deck WAY more resilient. "Lifelink" when entering and not after attacking/blocking like Wurmcoil Engine makes it irrelevant whether it is removed or not because it sets the clock back, and the body it leaves behind even if Path to Exiled makes sure it "Fogs" even more for the "super friends" to seal the deal. The good thing is that even if "Tron" is disrupted by land destruction, 5 mana is still easily achievable so at some point they WILL hit the board no matter what (unlike planeswalkers and Eldrazi), which provides the deck a "back-up" plan for land-hate decks like Living End.
Depending on your current meta, consider also this alternative: While Thragtusks are very good against a midrange-heavy environment, they are cloggy against combo decks like Splinter Twin and Scapeshift. If your meta is more combo oriented, switch them out and put 3 Spellskites and 1 Painter's Servant in.
Spellskites "draw" Twins on them, stop burn attacks, "fog" their spells and generally, provide resilience early, if properly used with Pyroclasms. Also they slow down affinity a little, blocking Etched Champions and "drawing" Ensoul Artifacts.
Painter's Servant now (fetchable with
Eye of Ugin
), makes Ugin, the Spirit Dragon a living 0 loyalty cost Armageddon (Scapeshift scoops if this is not disrupted). And it makes Ugin kill affinity, too. Worst case scenario, it works as a chump-blocker, which, if not answered properly, will punish careless opponents.
Both cards have the upside of not requiring "Tron" to be played, which helps a lot in the first crucial turns. While Thragtusks are better against "grinding" match-ups because they provide both protection and beat-down, they require more turns than Spellskite and Painter's Servant.
Remember that this deck wins with its planeswalkers. Creatures are there to help them do it; they are not the main threat of the deck (OK, Wurmcoil Engine is, but you get the point). So those 4 "utility creature" slots are filled with whatever necessary to survive up until that point. My approach, after heavy playtest, concluded in a combination of Thragtusks, Spellskites and a Painter's Servant (or maybe even a 4th Pyroclasm) depending on the meta. Nevertheless, those are "flexible" slots, meant for experimentation, "survival" being their ultimate goal.
With 8 planeswalkers out there, there is no room left for any Eldrazi. In fact, there is no point whatsoever. Karn and Ugin together equal their annihilation ability, but for 7 and 8 mana, not 10+. Yes, I have added Emrakul, the Aeons Torn in the sideboard against WUR control, but frankly it may be overkill (albeit an enjoyable one) and free a slot for more important cards like Vandalblast or a 3rd Slaughter Games that feel more relevant against struggling match-ups.
In general, the sideboard is ALWAYS a matter of your current local meta, so it should absolutely be taken with a grain of salt.
Try it, share your experience. :)