Speaking of the Tron manabase we of course use a playset of each of the Tron-lands, Urza's Mine, Urza's Power Plant and Urza's Tower. These lands will give us so much mana we will then filter with a playset of Cave of Temptation and, while of course not being lands but another filter, a playset of Prophetic Prism, which will work as cantrips too. Four basic lands are rounding off our colour pie, one copy of Seat of the Synod is kind of an emergency plan if and when we're really missing the chance to generate blue mana - this land can be a target for the Trinket Mage, which appears as a single copy too.
The infamous and already mentioned Prophetic Prism is an important filter and an important cantrip. Speaking of blink synergies it appears even stronger. A playset of Expedition Map is significant in every Tron deck, regardless of the format. This will fetch the Tron-lands we are eventually missing.
All of our creatures provide strong enter-the-battlefield-effects which will give us manifold advantages. Always remember: we will abuse any etb we need in the actual part of the game by blinking it repeatedly! This is crucial!
Dinrova Horror is a finisher in our deck. It has both a nice 4/4 body to eventually beatdown the opponent and, more important, a game-winning etb.
Mnemonic Wall is an allrounder in many decks and give us back our most important spells. An important loop is to cast Ghostly Flicker on it to grab the Flicker itself instantly back from the yard while blinking another second permanent which will give another advantage. Game-winning too.
Mulldrifter as the only creature-playset - because it is one of the best card in the format. It can be able to beatdown too (evasive) but more important provides crucial carddraw. You even can react on the evoke trigger by blinking it, when it re-enters it will stay and the evoke is no longer a thing.
2 copies of Sea Gate Oracle are enough to "by the way" and eventually repeatedly generate card advantage.
Stonehorn Dignitary is one of the key-cards speaking of fog and to lock-down the enemy game plan. Sideboard-in the fourth copy against fast creature decks for more effectiveness.
Trinket Mage is our "fifth" Expedition Map when really needed and can even fetch blue mana as mentioned above when needed.
Condescend is a versatile counterspell in tron, big mana is usually no problem. It can even be just a Scry 2 for , very helpful.
Dispel provides a cheap counterspell against instants that are important for the opponents decks.
Ephemerate comes with 2 copies which can both blink 2-times. Totally fits the etb-effects on our creatures.
Ghostly Flicker is clearly oe of the best spells in the deck and comes as a playset. It can blink 2(!) permanents(!) and brings so much synergy to the table.
Impulse is always nice card-advantage.
Moment's Peace can fog 2 times and is a very important spell too. Its fits the theme, protects us long enough to end the game, is fetchable... et cetera!
Mystical Teachings is a very good card for a toolbox-deck. We go through our toolbox and find our highly needed tool. The Teachings can grab us anything we require!
Prohibit is another versatile counterspell in the format.
Pulse of Murasa is card i do really like and we can use it to grab a land or a creature from the yard back to our hand. The 6 life are pretty nice too.
Compulsive Research is another very welcomed card-advantage.
A small peroration at this point:
If you never played a toolbox-deck by yourself i really recommend you to try. For the more unexperienced player a decklist like this may look a little weird but i promise you it brings so much fun and you are almost always able to play magic, to interact, to bring some big impact to the game - especially with this deck here!
And one more note here: this is a deck you never give up with! There will often be a situation that looks hopeless but it feels like this deck has always an answer!