The modern meta has been favoring Red Green Tron for a while now, with it seeing play in the last 5 SCG modern opens/invitationals, with it winning once and multiple top 8 placements in the others. And with Twin and Amulet Bloom out of the way, Tron is ready to soar to the top!Reasons why I chose this deck over others:
1) R/G Tron is basic enough that it can be picked up by a beginner to modern, but can be taken to a higher level once on gets comfortable with it.
2) It is a deck that does not change that much over time. The goal stays the same no matter what the meta. Get Tron fast, play stall cards, and build to a BSC (Big Scary Creature).
3) It can adapt to almost any match-up. A turn three Karn Liberated can dominate the board, exiling their most critical board piece on the spot. Playing R/G allows us access to our fair share of removal, and at a low CMC.
4) It's just downright fun to play. Everyone has that little child in them that likes big things that make peoples faces pale. Although it's not considered one of the "fair" decks, it doesn't lock your opponent out or have infinite combos or way to cheat things in (besides the mana overload). Just good ole' mana casting gets the job done.
How to Play the Deck:
The goal of this deck is to assemble Tron
to create 7 colorless mana and cast overpowered cards, such as Karn Liberated, Wurmcoil Engine, and Ugin, the Spirit Dragon, then finish your opponents off with abominations like Ulamog, the Infinite Gyre, Blightsteel Colossus, and Emrakul, the Aeons Torn. This deck is designed to get Tron assembed ASAP, and then find good stuff to play with it.
A basic rule on whether to keep a hand or not is this. Fill 2 out of these three requirements:
1) Have 2 or more of the tron lands in hand.
2) Have something to play with it one it is assembled.
3) Have a way to get Tron lands out of your deck
You will find this deck fairly consistent, with your starting hand fulfilling these requirements most of the time. If not, don't hesitate to mulligan! This deck is very mulligan friendly.
Card Choices:
Lands:
Eye of Ugin: This card lets us fetch all of our BSC at the same mana cost that the tron lands produce, while making Ulamog and Emrakul cost less.
Ghost Quarter: Lets us remove key lands that the opponent needs, majorly disrupting combo decks at instant speed. I'll take two.
Forest: For Path to Exiles and Ghost Quarters.
Karpulsan Forest
: A LOT less than
Grove of the Burnwillows
. If the price ever drops, I'll upgrade.
Urza Lands: It's an Urzatron deck. These lands are what make the deck.
Creatures:
Wurmcoil Engine: One of the stall cards. It can block almost any creature and win, and trades with anything bigger. Also supplies life in times of need, and can sometimes win a game on its own. Staple of Tron decks for a reason, and we run three of these.
Ulamog, the Ceaseless Hunger: Early game wincon, and can remove a threat even if it is countered. One of our win-cons with the mill and the indestructiblity. And it works with Eye of Ugin
Emrakul, the Aeons Torn: Our main win-con, and Tron staple. This is the default way we win each game. Fetch for him with Eye of Ugin, and play him on turn six. And it goes without saying graveyard recursion.
Spellskite: This is a one of in the mainboard to be an early game blocker, and to be fetched up with Eye of Ugin when in need. I've been testing this out, and been happy with the decision ever since.
Planeswalkers:
Karn Liberated: The MVP of the deck. Drop him on turn three and either exile their biggest threat, or ruin their hand. Don't be afraid to let him die by using his -3 twice in a row, as you'll likely find another one soon, as we run a playset. I almost never use his ultimate, as by then we have the better board state and have no need to restart
Ugin, the Spirit Dragon: Boardwipe and lightning bolt? And a game winning ultimate?!? Sign me up! This guy is the answer to aggro, combo, and CoCo decks. I run two as he usually stays out a little longer then Karn Liberated, and there is another in the sideboard that I will get to later.
Artifacts:
Expedition Map: This is the #1 way to find Tron. Play it turn one, then crack it turn 2 to fetch that last Tron land, or Eye of Ugin to get your win-con. We run a playset cause their just that good.
Chromatic Sphere/Chromatic Star: Our two can-trip mana fixers, commonly called eggs. We mainly use these to get our mana fixings, and cycle through our deck. You can be fairly liberal with these, cracking them even when you don't need the mana just to draw some more cards.
Oblivion Stone: Saves your permanents while killing others. It also doubles as an open threat to hold against someone who is about to combo off. Good against almost everything, and I almost always keep at least one in even when they are unflavored, as you will always be wishing you had it every once in a while.
Relic of Progenitus: Cantrip + graveyard hate = win. You can pick away at their graveyard, or crack it for a mana and exile yours and theirs at instant speed, with a card draw tacked on. We don't care much for your graveyard, so crack away! Two in the main board.
Spells:
Ancient Stirrings
: Easy turn one drop to dig for lands/answers/creatures with a
Karpulsan Forest
, or turn two with one of our eggs. great for cycling through our library for things we need, and getting out of the way things we don't. It's a must have playset.
Sylvan Scrying: if you don't have an Expedition Map, this is your next best option. Using either a
Karpulsan Forest
or one of your eggs to fetch the required land. A playset of these are in the deck because of their pure value.
Pyroclasm: A cheap wrath effect that can clear up most threats that we would be concerned about. Three in the main deck and one in the sideboard, and i will explain the sideboard card in the following section:
Sideboard:
Ghost Quarter: To be sided in against combo decks that require the use of lands, such as Merfolk, Bx Eldrazi, other Tron decks, somethimes Scapeshift, and is an all-star against Affinity.
Feed the Clan: To be put in against aggro, affinity, burn, storm, and other decks where you need more time to get the job done.
Nature's Claim: Tron does not care much for other opponents life, so we are fine with the four life that they gain. It can also be cast against us if they are destroying one of our artifacts, so we can gain the four life. This is almost always put in, as most decks will sideboard in a Stony Silence against us, and this is the best removal for that. In addition, this is good against Heartless Eldrazi, Affinity, other Tron decks, Storm (for Pyromancer's Ascension), and any enchantment or artifact heavy decks.
Pyroclasm: This is those decks that run a lot of tiny terrors, such as Infect, CoCo, Zoo, Jund, Merfolk, and Burn.
Spellskite: Absorbs bolts, burn spells, blocks Kiki, and stops control. Sideboard in against decks just mentioned in addition to Infect, Burn and Affinity. I also have one in the mainboard just in case.
Ugin, the Spirit Dragon: For those decks who run a lot of creatures, and you need that extra boardwipe. Sideboard in against CoCo, Zoo, Burn, Jund, Abzan, and Control decks.
Vandalblast: Because target removal or once sides boardwipe against Lanter Control and affinity is nice.
Relic of Progenitus: With Twin and Amulet Bloom out of the game, I expect more graveyard decks. This is here to combat that.
Crucible of Worlds: Again, with the changed face of modern due to the bannings, this is put in to prepare for all of the land hate coming along now. I still need to aquire this, and if it proves super effective or the price drops, I will get another and take out a relic.
This deck will always be a work in progress, and I am always open to suggestions and +1s! Although you don't have to, I would appreciate if when you suggest something, you recommend something I cut to make room for it. Thanks!