Tronification, noun. the act or process of demolishing, obliterating, or annihilating an opponent by means of the three urza lands and a big ass artifact.
Urzatron is a deck that utilizes the three urza lands in order to "achieve tron" and have access to large amounts of mana. There are multiple varients of the deck, such as GR tron and U tron. GR tron is an aggressive deck that attempts to achieve tron as fast as possible and cast cards like Karn Liberated by turn three or four. This deck is the U tron version, and as opposed to GR tron, it is a control deck. Instead of achieving tron as fast as possible, the deck plays counter and tempo spells like Remand and Repeal to stall the game until the urza lands can be assembled. It then wins with a finisher such as Wurmcoil Engine or Sundering Titan.
HIDE Lands:
Urza's Tower, Urza's Mine, and Urza's Power Plant: The reason this deck works. Once one of each of these lands is in play, they produce 7 colorless mana collectively. This can be done as early a turn three, however as described above, this deck's plan isn't usually that aggressive.
Academy Ruins: due to the large number of artifacts in the deck, academy ruins can help a ton. Also, one of the win conditions of the deck requires this card. If you can get out Academy Ruins, 12 available mana (not counting ruins), and a Mindslaver, you can indefinitely control your opponent's turns.
Tectonic Edge: we don't need too many blue sources for the deck to operate, so tec edge is great. It's especially good against other tron decks.
Oboro, Palace in the Clouds: there is almost no reason to run this card and the deck operates fine without it. There are a few things it does that make it worth running though. If you play it turn four when you already have the three urza lands out, you can cast sincerity titan without having to destroy your own island. Also, if you haven't already played a land, you can tap oboro for blue, then return it to your hand and play it again to get another blue. This is relevant when you have quite a few urza lands but not many blue sources.
Island: it's the best card in the game, so I thought I'd throw it in.
Tutors:
Expedition Map: This is our main way to get additional urza lands. It can also be used to get academy ruins later game or a blue source if we are desperate. A hand with an urza land or two and a map is generally a keeper.
Treasure Mage: This guy searches for any of our finishers and puts a 2/2 body on the field. Seems pretty good.
Fabricate: This card is FAB, am I right? It's a lot like Treasure Mage except for that it can find Oblivion Stone or additional maps. It can also be used again with Snapcaster Mage.
Tempo:
Remand: this is the best tempo spell in the deck and possibly the modern format itself. It stalls your opponent and gains you card advantage. Often times stalling your opponent a turn is all you need to drop a finisher and take over the game.
Condescend: this card is basically good all game. Early game, your opponent will most likely tap all their mana to cast spells, making Condescend cost two to be effective. Once you have all your urza lands, you will almost always have more mana than your opponent, making Condescend amazing. Note, you can cast it with x=0 if you're in a pinch and you need to scry 2.
Spell Burst: the final counter spell in the deck. This card is amazing late game and if you have enough lands, you can just lock out your opponent completely. Note, if you cast it again with Snapcaster Mage, buyback doesn't work (it will still be exiled).
Repeal: another great tempo spell that stalls your opponent and gains you card advantage. My favorite thing to do with this card is responding to a Splinter Twin by bouncing their deciver exarch (twin fizzles).
Thirst for Knowledge: this is the best draw spell we have access to because it lets us see three cards and we often have an extra Talisman of Dominance or something that we don't mind shipping to thirst.
Finishers:
Wurmcoil Engine: this guy is an absolute beast. He's huge, he gains us life, he kills any creature he hits, and he splits in two when our opponent try's to kill him. There is simply one reason he isn't completely broken, Path to Exile.
Sundering Titan: a 7/10?!! What?!! This guy is so big, he either finishes games quickly, or stops your opponent from attacking by being a gigantic barricade. He also punishes greedy mana bases with his awesome ability.
Platinum Angel: great against aggressive and combo decks. If you can cast it and protect it with counter spells, the game is yours.
Mindslaver: this card is not only good, it is soooo much fun. Controlling your opponent's turn is super cool and often times you can wreak havoc on your opponents hand and board. Also, if you have Academy Ruins and 12 available mana (and Mindslaver of course) you can control your opponent's turn indefinitely.
Other Cards:
Snapcaster Mage: this guy is awesome because he allows us to reuse any of our tempo spells or fabricates and is a 2/1 body. The reason we only run one is that two play Mage and flash back a spell, two blue mana is required, and sometimes the deck isn't able to pay two blue due to the mana colorless-producing lands.
Solemn Simulacrum (sad robot): he helps us get blue sources and blocks like a champ, gaining us card advantage when he dies. He can also be used to pressure our opponent and attack. I mean hey, if our opponent can't deal with him, why not do two damage every turn?
Oblivion Stone: every control deck needs a good board wipe, and this is ours. It takes care of not just creatures, but all nonland permanents. We can also tutor for it with Fabricate and ressurect it with Academy Ruins.
Talisman of Dominance: this card is nothing special and it is the most common card we ship to Thirst for Knowledge. The reason it's In the deck is to ramp a bit and have access to more blue mana, which can sometimes be scarce. Talisman of Progress is basically the same, but we run this one because we have Dismember in the sideboard.
sideboard coming soon:)