They arguing the deck is unskilled and allow fast mana, which need to be banned from modern. They said that they need new wasteland to delete the deck from modern and so on.
Why are people hating this deck so much? Why when I play tron I usually get flame? Why guys? What are your arguments?
Here are some of them : - tron is unfair and stupid! No mtg deck is stupid, and unfair mean nothing The deck have removal, discard, need board control to win Scapeshift is un interactive, storm too, but not tron How about burn consistent t4 win?
Company with infinite mana turn 3 with batista? Storm with win turn 4 from nowhere? I can go on and on but you get the point. Why tron is so hated when they are many strategies as powerfull if not more? Why everyone want the deck be deleted from modern?
Keep it civil here. Talk about the topic and be open. Last edited by Lantern : Jun 22, Private Mod Note :. Rollback Post to Revision RollBack. Archmage Overlord. Because it's always been there through the changing meta game.
Decks become tier one, then lose their spark and the meta constantly shifts, but Tron just sits there: a looming sentinel remaining tier 1 with it's loyal ally, Affinity, sitting right by its side.Who would have thought?
Laplasjan, Counters Company aficionado, playing Tron. Hateful Tron. After trying several tier decks, I decided to play Eldrazi Tron. Why this one? Mostly, I wanted to take my revenge. This was the best time to try just about anything as the metagame was and still is evolving. So even if the metagame became worse for Eldrazi Tron, I think my results prove that its still a strong choice. Before the bannings many of the mulligan decisions were easier to make. With Chalice in hand we could beat a lot of decks in the meta, sometimes even Hogaak.
Now it is different. Modern has gotten significantly slower.
Modern Tron deck
There is much less focus on one-mana cards and our Tron is not the most powerful high-end in the format. We can either loose to fast Burn draws having Chalice on 1 while on the draw or Mono G Tron or Scapeshift accumulating mana faster.
So this deck is not the fastest and not the biggest. Why do I play it over a faster or a bigger deck? Besides the fact that I keep winning somehow? I think that being somewhere in the middle was always a good solution. Just like Jund, Eldrazi Tron can beat fast decks with Chalice and aggressive Eldrazi draws while also having game against midrange and Stoneforge decks with our high end plays.
Speaking of Karn, I would consider this to be the most important part of the deck.Something about Mono-Black Tron just feels right. It feels correct thematically in a way that is compelling enough for me to act just based on the emotion and flavor.
I felt that as a Wizard at Hogwarts I would have been in the Slytherin house. While red is about emotional immediacy, black is about controlled sacrifice for delayed gratification. Control feels natural and pulling ahead with big mana feels the most black.Eldrazi Tron Primer and Round 1 - Diving Into Modern / Magic: The Gathering MTG
In the past we had Cabal Coffers— slow but insurmountable black mana from the Swamps. I personally feel that the card has too many hoops to jump through. But then we have the Urzatron, and something just clicks. Not strategically, but thematically. Buckets of mana for a black deck is appropriate. The question now is how to take advantage of this strategically. This is a bit backwards. So what are the advantages of Mono-Black Tron over any other kind of Tron deck?
What does black offer? What makes black especially good at assembling and using the Urzatron? We go searching for answers. Either way works, but I am always most interested in the first couple of turns.
These cards are good in any matchups and every opponent is susceptible to the disruption. Countermagic hits the graveyard—great. While other Tron strategies need to wait for Tron to come online for a big sweeper or use a small burn spell, black can easily take care of an under-costed Gurmag Angler as the game develops. Even without Urzatron, Talisman into Solemn into Wurmcoil is a winning line, especially when backed up by discard and removal.
No Tron necessary. Read the Bones and Damnation are additional no-Tron-necessary value options to pull ahead. Damnation is great at clearing the board, and Read the Bones is one of my favorite Magic cards to cast—works great here! What makes black more special than the other colors?
This is the most unique X-Spell in the game of Magic and the most unbeatable when powered by Urzatron. Diabolic Revelation goes and grabs X of anything—removal and discard to seal the game up, and some kind of big creature or planeswalker to finish things off. Not as exciting to me as Diabolic Revelation but useful to keep in mind. This list is a thematic triumph and also happens to be very competitive.
Go check out the video series if you want to see how it plays. More discard is great against anything combo or control. More creature removal is great against anything aggressive.As a format, MTGPauper is in a fascinating place. The format has seen a significant transformation in the wake of one of the most intense mass bannings any format has seen.
With these ubiquitous, powerful and manaless staples extracted, a vibrant new metagame has emerged and as is the case with all metas, cream rises and silt settles. With the free blue spells out of the way, Tron has emerged as top dog in Pauper at least for the moment!
The article is getting up there in years ! Luckily for us, UrzaTron decks are easy to place because the archetype is the Control Deck, through and through. Other decks need to commit four additional cards and land drops to achieve the same result. Pauper Tron is different from Modern Tron. Obviously, a different cardpool but also a different kind of strategy.
Modern Tron wants to spam powerful game-ending spells on turn three. In Pauper, turn three Tron is less important because the threats are much less impressive than Karn or Wurmcoil. The latest innovation is to further push the Ghostly Flicker package to include Stonehorn Dignitary to lock opposing decks out of combat.
Remember that Ghostly Flicker can target any permanent you control, which means it can blink out creatures, Astrolabes, Prisms, or protect your Tron pieces from Stone Rains. If an opponent is playing with cards that interact with the combo, it forces us to leave up more mana to make sure we can win the fight.
Both lists are similar, with the key difference being Stonehorn. PLU, on the other hand, uses those slots on spells like additional Maps and Impulse to help smooth out potentially awkward draws.
However, Dignitary is a big game against the aggro decks that are focused on beating Tron, so how you hedge makes a difference.
Dignitary felt too good not to play with so much beatdown in the field. I was also really impressed with Brainstorm in the deck. My list is likely a much better paper variant than MTGO since it is maximum durdle. Mire provides a way to never deck out, since it can be flickered to put creatures on top of the library to survive another draw step.
For instance, you can loop Pulse of Murasa so that you can add cards to your hand with an empty library and discard a creature to hand size to do the Mire trick every turn without running out of creatures in the graveyard.
Decking is a real concern with these Flicker lists since they are great at not losing, but not great at actually killing an opponent. Keep in mind that these decks play little or no actual removal.
Not only will you need to assemble it, but also protect it. A fast clock with tricky ways to break up the soft lock are the best ways to defeat Flicker Tron. Flicker is the version that has been lulling the format into submission over the past month, but there are other versions putting up results as well.
Potential upsides of these lists are that they are less vulnerable to the hate directed at the Flicker versions and some have better matchups against aggressive decks in general. Skip to content. Buy This List. Share this. About The Author.
Sign In Register. Immortal One. Thanks to Heroes of the Plane Studios for the great banner! This thread is intended to be a short guide for new players to this deck, but also an open forum to discuss some of the more intricate parts of the deck. What is Gx Tron? Once they have been assembled, the goal is to generate insurmountable advantage. The main route to this is Karn Liberatedwho is the cornerstone to the deck yes, just as much as the Tron lands themselves.
Once Karn takes the field, it becomes difficult or impossible for opponents to retake the game. A T3 Karn is this deck's goal, and often seals the game on the spot. Other than Karn, this deck has perhaps the best inevitability in the format.
When you're done assembling the Urzatron with your land search, it's time to play big threats. While older versions of this deck played the now-banned Eye of Ugincurrent versions rely on tutoring up a second threat by playing a first with an active Sanctum of Ugin.
If a T3 Karn isn't in the works, this deck is more than happy stalling out the game with a flurry of Oblivion Stones and Ugin, the Spirit Dragons from turn 4 on. This version of Tron is the most consistent in assembling a fast Tron, and seeks to leverage that in its gameplay.
For redundancy, we run 8 Chromatic Stars and Chromatic Spheres. With additional land slots, this opens the road for splashing another color, mainly for sideboard options. Originally this deck ran red due to the sheer power of Grove of the Burnwillows. Grove, as a land that gives our opponent life, could almost be treated as a Taiga. Our opponent's life total is almost never relevant, as we have the best inevitability and late-game in all of modern. The longer the game goes, the more it is in our favor.
For a short period of time it ran white as the format shifted from 2-toughness creatures that could be effectively checked by Pyroclasm to threats that were weaker to Path to Exile. Then it ended up splashing black after the printing of Fatal Push and Collective Brutality. However, after the recent addition of Field of Ruin to the format, there is a higher emphasis than ever on running a high number of basic lands. Most current versions of the deck are mono-green.
This allows the deck to shave a land most current builds run 19while managing to run a full basics plus utility lands. This allows for the deck to consistently tutor up basics even after multiple Field of Ruins and Paths to Exile.
It has generally positive matchups against all decks other than fast combo and extremely fast aggro Burn, Infect - Zoo isn't really a problem. It has the unique distinction of being one of the few decks in Modern with a definitively positive MU against control and midrange, both pre-board and post-board. Additionally, it's a relatively simple deck to pick up, while still holding a lot of intricacies in terms of its card choices, and large decision trees rising from certain corner-case scenarios.
This deck's goal is to assemble a turn 3 Tron, and these form Tron. Expedition Map is often preferred, both for its non-reliance on colored mana sources, and the fact that it can be tutored with Ancient Stirrings which will be mentioned later.
Some people cut 1 Sylvan Scryingbut it's not something I can personally recommend. Not only does it slightly cut down on your consistency, but it also opens you up to people removing your Tron pieces without recourse. After assembling your early tron, your 1 goal is to land one of these. The advantage gained by exiling your opponents' hands and fields is enormous. To see how to play with Karn, go to the "Strategy" section.Thought-Knot Seer is the most impactful. Reality Smasher is there to end the game quickly.
Matter Reshaper is sure to get you some value. You have multiple copies of Wastes to go fetch even in your colorless deck not to mention that these will allow you to continue casting spells under a Blood Moon. It also makes it much more challenging for Infect or Bogles to function.
The top end of Endbringer will most certainly help in bringing the end. It hits hard and has plenty of abilities to help pull away with a game. You even have Expedition Map to help get you there.
All is Dust is a nice sweeper for this deck as it kills none of your permanents and can be cast as early as turn 3 with an active Tron. Shutting down 1-mana spells starting on turn 2 will leave many opponents with around a third of their deck no longer castable.
Bant Eldrazi is still played in the format, and the Tron version can still go all the way up the ladder! Skip to content. Buy This List. Share this. About The Author. He designed some of the best Constructed decks on the Pro Tour before the advent of the internet, and helped propel team ChannelFireball to continued success for years.For those new to Modern, getting across the huge scope of viable decks is quite intimidating.
Much like Traditional Tron, Eldrazi Tron has the same core thrust—get three Urza lands into play, and use the enormous amounts of mana to spew powerful, colorless permanents onto the battlefield. Even without Tron assembled, an early value game Matter ReshaperMind Stone can still transition smoothly into late-game haymakers Endbringer, Walking Ballista.
Eldrazi Tron eschews colored spells altogether Phyrexian mana notwithstandingbut is still able to play a somewhat interactive game of Magic while slamming huge monsters into play. Between Endbringer and Sea Gate Wreckageit has multiple ways to grind out a longer game. Additionally, despite being unable to produce colored mana, Eldrazi Tron can still board in some very hateful cards.
For example, Ratchet Bomb as a sweeper or Relic of Progenitus to hit the graveyards. As with Tron decks of all flavors, the key strength of Eldrazi Tron is its capacity to drop enormous game-ending threats far ahead of schedule.
Given that the majority of these threats are Eldrazi, the deck benefits from a fourth Tron-esque land—Eldrazi Temple aids enormously in consistently getting the various spaghetti monsters into play nice and quickly.
Eldrazi Tron has some powerful disruption in the form of Dismember and All is Dustnot to mention the very flexible and surprisingly useful Warping Wailwhich tussles with everything from Affinity to Scapeshift. Perhaps the most important option it has is Chalice of the Void. Even with access to Eldrazi Temple, the average start for Eldrazi Tron will be much slower from a mana perspective. All of the payoff cards in this list are creatures, and therefore subject to all the weaknesses that go along with playing a creature-based strategy.
Instead of threats diversified across creatures, artifacts, and planeswalkers, Eldrazi Tron goes all-in on the creature plan and therefore eats it to cards like Supreme Verdict. Unconditional spot removal also shines in this matchup, as even the mightiest of Eldrazi top-end still dies to Terminate and Path to Exile. It can grind by drawing extra cards and controlling the board with Endbringerbut has a harder time going over the top when set against Traditional Tron, White-Blue Control, or Scapeshift.
In the absence of a Chalice of the Voidboth decks such as Storm or Burn are well-positioned to snap off a quick win against Eldrazi Tron.
The sheer number of unconditional removal spells in conjunction with hard sweepers mean that this creature-based strategy will have a huge uphill battle before ultimately dying on turn 20 to a Celestial Colonnade. As most of the threats in the deck cost 4 or more mana, cheap removal like Path to Exile will allow you to clear out a threat while still deploying more action.
Leverage this mana advantage by concurrently pressuring them, which will keep them off-balance while you head for the finish line. Eldrazi Tron, as a more interactive version of the very powerful Tron strategy, will doubtless be the pick for many players at Pro Tour Rivals of Ixalan. Those wanting to play with Urza lands without sacrificing their disruptive capabilities will naturally lean toward playing this deck, so you can reasonably expect it to be in the hands of some of the best players in Bilbao!
Skip to content. Buy This List. Share this. About The Author. Riley Knight Riley Knight started playing Magic in After representing Australia at the World Magic Cup, he joined the Magic coverage team and has covered tournaments all around the world ever since. Riley's favorite formats are Modern and Cube, and he likes to play most of his Magic in his opponents' end steps.