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Blue Control Artifact Tron

Modern* Artifact Control Mono-Blue Tron

Choux0304


Sideboard


Maybeboard


This deck was the first one I ever created and since then I improved it until it fitted to me. Nowadays I only play Magic with a group of 5 or 6 people on a casual modern basis.

The idea is based on this deck. I wanted it to be a bit more budget, so I decided to take the best parts from it.

So how does this deck work? You want to be in a status of not caring what your opponent does. Achieve this by global effects like card:Platinum Empirion or Platinum Angel. Spell Rupture will defend your taunting artifacts. Treasure Mage tutors your artifacts to your hand. Lastly, Padeem, Consul of Innovation will additionally provide your artifacts with hexproof and gives will give you an extra card at the beginning of your turn.

Urza's Lands (Urza's Tower, Urza's Mine, Urza's Power Plant) will provide you massive amounts of Mana, as long as you control all 3 of them. To get to this isn't as difficult as it looks. Expedition Map will help you to get them all. And Trinket Mage can tutor you additional Expedition Maps. He can also tutor you your sideboard artifacts (Pithing Needle, Grafdigger's Cage).

Once your big creatures lay on the table. There will be only a few things to worry about left.

Other Cards:

  • Renegade Map - second turn basic land tutor for only 1 mana total. Worth when you start with only Urza's on your hand.

  • Silent Arbiter - Playing against aggro and/or weenie? Silent Arbiter will buy you time to get into the game.

  • Academy Ruins - Bring back your dead artifacts. Synergy: Academy Ruins + Mindslaver - Mindslave your opponent by investing 10 mana once. Then put the sacrificed Mindslaver back on top of your library with Academy Ruins.
  • Memnarch - gain control of annoying permanents your opponent has. Synergy: card:Memnarch + Padeem, Consul of Innovation - Padeem becomes an artifact, which gives you a longer lasting hexproof for artifacts.
  • Grand Architect - tap your weak blue creatures to generate mana for artifact spells
  • Thirst for Knowledge - Card draw
  • Wurmcoil Engine - ??!

Strengths:

  1. control the board with powerful global effects (or just the opponent with Mindslaver)
  2. Tutors - many tutors will help you to get the cards which fit your situation
  3. Powerful tools against any situation - take over permanents with Memnarch, control your opponent with Mindslaver, block off rush decks with Silent Arbiter, dont give a f**** about getting milled with Platinum Angel

Weaknesses:

  1. rush decks - This deck needs time to get started. Early loss is the most common loss here.
  2. artifact removal - tron focusses on clear points. It's easy to side deck in cards against artifacts. So be prepared for the second match against your opponent
  3. late game mass removal - once tron looses its laborious basis of card:Platinum Empirion, Padeem, Consul of Innovation, Wurmcoil Engine, Memnarch, etc. it's hard to get back in to the game. Be careful and try to keep a Rune Snag on your hand.

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Date added 7 years
Last updated 7 years
Splash colors U
Key combos
Legality

This deck is not Modern legal.

Rarity (main - side)

6 - 0 Mythic Rares

12 - 6 Rares

10 - 3 Uncommons

24 - 3 Commons

Cards 59
Avg. CMC 3.28
Tokens Wurm 3/3 C w/ Deathtouch, Wurm 3/3 C w/ Lifelink
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