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Enchantment (1)

Instant (1)


Deck Credit: geofffreaky, Grim, and myself

First, geofffreaky and Grimm will be playing this at the Indy open, so we'll have updates on how it runs and it's weaknesses after the 15th.

Do you like the speed of GR Tron? Are you tempted by the power and control of the white mages? Then we might have the deck for you. A collaboration between three friends has culminated into a fine tuned killing machine, that went where few Tron decks have gone before. With Naya colors we play nothing but the best; anything else is simply unacceptable. We have the best walkers, we have the best creatures, we have the best (and arguably fastest) lands, and of course we run the best of everything else.

Now let's get to it:

If you've ever seen RG Tron play a match, you have an idea of how this is going to play. If not, watch this:

Not all 45 minutes are needed to see how it plays, however it's always good to watch how other people play, and gives you at least some familiarity with the deck.

The deck plays a lot like RG Tron, and somewhat like RW Tron. Our whole goal is to stick a game ending permanent, or at least a permanent to slowly swing the game in our favor. Our favorite line of play typically looks like:

T1: Urza Land, Chromatic Shere, pass. T2: Urza Land #2, crack Chromatic Sphere for Green to draw, and hopefully cast Ancient Stirrings or Oath of Nissa, pass.T3: Urza Land #3, Karn Liberated, Wurmcoil Engine, Nahiri or Ajani if you have Oath out, pass.

This line of play provides a ton of pressure early game, and can often lead to slower decks falling behind. If you follow T3 up with another Tower into an Ulamog, you've usually won the game. We'll be posting more info on matchups and lines of play below, as we go.

2x Forest: Blood Moon is still a thing, and it still hurts, so we run two of this and a Plains to keep ourselves in the game. Thankfully, our lands being mountains still allows us to play our walkers even without an Oath of Nissa on the field.

2x Plains: These fall under the same reasoning behind our Forest above. Simply put, Blood Moon is a dick move.

4x Grove of the Burnwillows: Groves provide some excellent mana fixing. With as fast as we are, we don't mind giving them one or two life here and there, as long as we can cycle through our deck with our Chromatic Sphere's, Chromatic Stars, Sylvan Scrying, and even Oath of Nissa. With the power of these cards, we can often outpace the minimal life gain from the groves and stick a game ending creature before they can take advantage of it.

12x Tron Lands: The Tron lands (Urza's Tower, Urza's Power Plant, and Urza's Mine), are vital to this deck, and any tron deck. The possibility of 7 mana on turn 3, 10 mana on turn 4 allows for some scary, scary things that are often equivalent to a game win. Creatures like Ulamog, the Ceaseless Hunger, and Wurmcoil Engine provide heavy pressure, especially when such big creatures hit the boards that early.Karn Liberated on turn 3 essentially seals the game and can keep an opponent off of any of their essential cards.

1x Blightsteel Colossus:

1x Emrakul, the Aeons Torn: Not much to be said about Emma. She's quite literally a game ender 80% of the games you play. The fact that you can ultimate Nahiri, the Harbinger, swing a 15/15 flyer and force your opponent to sac 6 permanents is just rude.We also make an incredible amount of mana, incredibly fast, meaning she can hit the field on turn 6, giving us a timewalk and a big creature.

1x Terastodon: This big fella was one of the last cards we decided on, and we debated pretty hard on if we wanted him in here or not. When it came down to it, we can easily cast him, and he's a solid card. For a 9/9, his cost is reasonable, and his ETB effect is solid, so we felt like a one of works, as he can help to keep opponents off mana, or off of important permanents other than creatures.

2x Ulamog, the Ceaseless Hunger: This card is just busted. Ulamog, the Infinite Gyre was good, but this is just better. He's a potential turn 4, exile two of whatever you're doing, and prepare to lose a third of your library if you don't have answers creature. Along with Emrakul, the Aeons Torn, Newlamog ends games upon resolution, especially on turn 4.

3x Wurmcoil Engine: Wurmcoil is a no brainer in every version of tron. The value this card brings is second to none. Strong, early pressure, with a solid ability once it dies forces an opponent to change their game plan entirely. Solid 3 of.

1x Ajani Vengeant: Interesting choice, as Ajani is typically used against tron decks. His +1 is good in almost every matchup, with the ability to keep opposing lands in check, or even Aether Vial in fish or goblin matches. His -2 is a Lightning Helix, and destroying target players lands as an ultimate is basically a big middle finger and a good game.

3x Karn Liberated: Just like Wurmcoil Engine, Karn is played in every form of tron, and for good reason. Turn 3 Karn, remove a permanent or card from your hand is simply outrageous. Several matchups will simply concede to a turn 3 Karn, as he's too much pressure to recover from so early.

2x Nahiri, the Harbinger: Nahiri is an interesting choice. geofffreaky started our Nahiri trend with his Tron deck, and she was a big hit. She's not as much pressure as Karn or Ugin, but she provides steady card advantage and her ultimate typically ends games by putting a hasty Blightsteel Colossus, Emrakul, the Aeons Torn, etc on the field.

2x Ugin, the Spirit Dragon: Ugin provides a great deal of pressure with his bolt-on-a-stick +2, his board wipe for colored permanents -X, and can end games with his ultimate, dropping tons of cards on the field and accelerating past opponents, not to mention gaining 7 life.

-Instant-

3x Kozilek's Return: One of the better cards from Oath, Kozilek's Return acts as a sweeper, and holds off many of the decks that are faster than us such as Goblins, Fish, and can provide decent results against Affinity. Solid 3 of, and rarely gets sided out.

3x Path to Exile: Our best decision of the night was going Naya instead of Bant, and Path to Exile highlights that fact. By and far the most popular removal card for a reason, Path provides inevitability in match ups that just aren't favorable. While a play set of these is nice, we typically have enough pace to keep up once we remove the main problems on the board, so 3 should suffice.

-Artifact-

4x Chromatic Sphere: If you're not familiar with Tron at all, Chromatic Sphere and Chromatic Star are staples, that are often irreplaceable. They provide mana, while also giving us card advantage. We don't run stars, because most of our cards are colorless, and we don't need 8 mana fixers. Star is also incredibly bad against anything that exiles the graveyard, i.e Leyline of the Void, Rest in Piece, etc.

4x Expedition Map: Map provides more inevitability with our mana base, and allows for us to take non natural tron hands, or hands without colored mana.

-Enchantment-

4x Oath of Nissa: Grimm started this one when he ran his Tron Walkers build. Oath is a great card that allows us to keep sub-optimal hands, and can find some game winners.

-Sorcery-

3x Ancient Stirrings: Stirrings is also a staple in RG Tron, and is going to be a staple for us. Digging five cards and grabbing a colorless one of them (i.e 80% of our deck) is simply great.

3x Sylvan Scrying: Much like Expedition Map, Scrying provides mana inevitability. While it requires a color to activate, we can normally get there with either Grove of the Burnwillows, Chromatic Sphere or the two Forest we mainboard.

2x Aven Mindcensor: Because, simply put, nobody likes getting Scapeshifted. In all seriousness. Mincensor shuts off a lot of strategies such as Gifts Ungiven Scapeshift, Chord of Calling, and some other strategies.

1x Choke: Choke shuts down A LOT of decks. All control decks are subject to this, UR aggro decks have a hard time getting past it, Fish can't do anything. It's simply good, albeit slightly rude.

2x Crumble to Dust: Solid strategy against other tron decks, and is just good in general, especially against decks that have greedy manabases. Especially good against control decks that run man-lands as their main win cons.

2x Grafdigger's Cage: Cage is more of a niche choice, although Collected Company combos are popular, and Gifts Ungiven is also becoming popular. These can easily be changed for something that fits your meta.

1x Leyline of Sanctity: Leyline also shuts down Gifts Ungiven but is in here more importantly for any style of burn decks, or decks that target hands via Thoughtseize or Liliana of the Viel.

2x Nature's Claim: I have a respect for Affinity decks, but also despise them. While we don't have Stony Silence in this deck, Nature's Claim tends to buy us time. These are also easily changeable for Stony Silence or something more meta fitting.

2x Pithing Needle: Pithing Needle is another card aimed at shutting down niche cards. Liliana of the Veil, Arcbound Ravager, Cranial Plating, and any of the man-lands are valuable targets to name, and can often save the day if you find yourself in a tight spot.

2x Pyroclasm: Pyroclasm is a lot like Kozilek's Return. It comes in as a sweeper against any of the small decks like Goblins or Fish, and can buy some needed time against Affinity.

1x Vandalblast: This is a respect slot to Affinity strategies. This can save us in the darkest of times if we absolutely need it, or can clear the way for a large creature to get some damage in.

-Good-
  • Control: There isn't much control does to interact with us, and we can easily start pacing ahead of them early on. If you know a player is playing control, you're looking for speed. Tron into Karn is backbreaking against them, as you start to strip anything they're holding up, while also being able to hold them off of mana. Post sideboard, you're looking to bring in Choke, Crumble to Dust and if they're playing Gifts Ungiven control, you want Aven Mindcensor and Leyline of Sanctity. Grafdigger's Cage is also strong if they play Snapcaster Mage or Gifts strategies. Depending on the control route, Pithing Needle is strong if they use man-lands for win cons.

  • Mid-range strategies: Mid-rand strategies tend to fall a little to slow when they come up against us. The only time we really have trouble is if they have early disruption, but we can usually power through that on turn 4, and a timely Ulamog, the Ceaseless Hunger slows them down even more.

-BAD-

  • Burn: Burn is typically a very tough matchup for tron. Our main hope is to mull until we find our Leyline of Sanctity, and that they don't have removal, especially early. In a jam, Nature's Claim one of our artifacts for 4 life can help, but it's rarely enough.

  • Living End: I left this out of the combo section, because it's not played is heavily, and isn't as bad a match up as other combos. Luckily, Grafdigger's Cage stops a lot of what they're doing, but Fulminator Mage can be a bitch. We're mostly looking forward to the post board games, but if they have a poor first game we're just as happy.

-TERRIBLE-

  • Infect- infect is just a really poor matchup for Tron. They're generally really quick, and can bring wave after wave in while we don't have enough to stop them. Post board it looks a little better with Pyroclasm coming to move us up to 8 sweeper spells, but it's still a heavily unfavored matchup.

  • Most Combo Decks- Fast combo decks, like Amulet Bloom (which is luckily banned), tend to give us problems. We don't run counters, so our sole hope is that we can either go over the combo with sweeper spells and Path to Exile, or they simply draw poorly. Postboard, still extremely rough, although combos that use the graveyard become favorable.

Starting this deck on a budget is no easy task, although it's doable. Luckily, our deck takes shape with the majority of the cost coming from about 6 or 7 cards. The largest thing to consider when building this deck is what direction you want to take it.
  • Grove of the Burnwillows can easily be replaced with Karpulsan Forest or Stomping Ground, and your win percentage isn't vastly effected. They aren't as good, but they work, and are much more budget friendly.

  • Karn Liberated: is unfortunately crucial to the deck. You can see how he runs as two or even one (I ran one in my UW Tron and it worked fine), although he's better in multiples.

  • Wurmcoil Engine: Wurmcoil has seen a rise in price (I bought mine for $8), and is pretty important to the deck, but not irreplaceable. Some otpions are any of the not mythic eldrazi creature's from Rise of the Eldrazi. Ulamog's Crusher works, although a turn slower, Pathrazer of Ulamog is slower as well, and both feature the annihilator mechanic, which requires dealing with.

  • Blightsteel Colossus: Blightsteel is a fantastic card, don't get me wrong, but he's not necessary. He's a lot like Wurmcoil, in that he can be replaced. Pathrazer of Ulamog fits into the curve nicely, costing 1 less generic mana, which can make a difference. Again, the annihilator mechanic requires attention, so these creatures can do some solid work as well.

  • Ugin, the Spirit Dragon: Ugin is hard to replace, strictly. However, there are some other walkers that do similar tasks, and some spells that can take place. If you simply like him because of his +2, you can run Lightning Bolt. His minus ability can come in many shapes, such as Angelic Purge or Celestial Purge against Jund and other strategies. His ultimate is hard to replace, but you can get the lifegain and draw by splashing blue and going with Sphinx's Revelation, although you don't get the place 7 permanents part, and it's not exactly budget.

  • Emrakul, the Aeons Torn- Emma is also hard to replace. You can, however, do it. She's just another big creature. Artisan of Kozilek costs less, and is a big body with annihilator, Bane of Bala Ged easy casting territory and functions like annihilator, and there are several others that do the same.

  • Ulamog, the Ceaseless Hunger- Much like the other creatures, he can be replaced. Another Terastodon could work, or even Bane of Bala Ged would be a decent replacement if you like the sacrificing effec. At the end of the day, replace a big creature with a big creauture and see how it goes.

  • Nahiri, the Harbinger- unfortunately she shot up in price, and she's hard to replace. Faithless Looting works for her +2, Nature's Claim is similar to her -2, but the only time you're going to get close to her -8 is if Tinker gets unbanned.

  • Those are the main money cards, and some budget options. If you're looking to get into Tron, or like the idea of playing big creatures but don't want to drop $900 on cardboard, give them a shot. Keep in mind that any of these creatures can be replaced with something else in the end, so keep tinkering.

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    Date added 8 years
    Last updated 5 years
    Legality

    This deck is Modern legal.

    Rarity (main - side)

    18 - 0 Mythic Rares

    9 - 6 Rares

    6 - 7 Uncommons

    23 - 2 Commons

    Cards 60
    Avg. CMC 3.88
    Tokens Elephant 3/3 G, Wurm 3/3 C w/ Deathtouch, Wurm 3/3 C w/ Lifelink
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