Sideboard


Mono-U Tron is a very strong tier 1.5 deck in Modern powered by the three Urza Land's ( Urza's Mine , Urza's Power Plant , and Urza's Tower ), with the capability to produce mana on turn 3. This is a control deck, the most important thing to keep in mind is the play-style attached to it, that being "you can't win until you don't lose," grind it out and stabilize. Knowing what to counter and when as opposed to just countering everything is a lesson in knowing not only your deck but the other decks in the meta and how they interact.

Early game control and finding of the Urza Land's is the main game-plan (IMPORTANT!!! FINDING TRON ASAP IS NOT THE MAIN GOAL OF THIS DECK, DO NOT OVER VALUE TRYING TO ASSEMBLE TRON, THIS IS A CONTROL DECK ft. TRON, NOT R/G TRON) before then finding a finisher depending on the state of the game. Many outlets for stabilization through the use of efficient counter-magic and can-trips will allow you to come back from a near loss many times within bolt range to win.


Card Choices

Cantrips: Each cantrip is built to guard while digging through your deck for the desired piece or tool to move towards victory. Low cost and deep mana pools allow you to cast multiple per turn and late game creating a "cancer-control" lockdown with Spellburst (not being one of the cantrips). Remand and Repeal are optimal counters with Condescend granting scry to set up future draws.

Tutors are on the low end but very important with Fabricate and Treasure Mage over Trinket Mage due to personal taste and the fact that it hits all artifacts in the deck allowing for smoother transition from early-game needs to late-game needs.

the counter suite is fairly robust running anywhere between 12-15 typical low cost counter spells. These counters are best if they cantrip for you. one trick to keep in mind is that you can remand your own spell if it is countered, this fizzles their spell and saves your spell.

Mana fixing is a key part to assembling tron on time, while not as necessary as in RG Tron, getting it sooner or later is the goal. Talisman of Dominance and Expedition Maps aid with early game mana fixing for hitting the needed counters before dropping threats.

Each creature, the applicable artifacts and Ugin, Planeswalker, work as a combined Swiss army knife style battle-plan to bring in against the right match-up ((eg. bringing out Platinum Angel against Infect asap locks out the entire deck).

The land-base is running full playsets of each "tron" piece along with an Academy Ruins for recycling artifacts, along with orobo, Palace in the Clouds for minor utility and untapped blue mana, a Ghost Quarter for land destruction against RG Tron There is also a singlt copy of Tolaria West as a 5th copy of Expedition Map (and some sweet flavor win with the Academy Ruins ). 6-9 basic Island s round out the land for a typical 22-25 land control base,

Sideboard strategies are flexible but as this is modern a catch-all is the best strategy in a wide open format. My sideboard suggestions can be found below and are updated as applicable.

I've seen decks running big eldrazi but I find them too hit or miss, you can only get away with it a few times. Pact of negation is another interesting card, some decks running 1-2 in the side or even decks upping the platinum angels to 3-4 and having 3 pacts main along with upping the snapcasters to 4 for the recursion. Batterskull is very meta dependant, sometimes its great for protecting and finishing, but against goyph heavy metas i like a second mindslaver as its one of the endgames of this deck.


The main win-con being a Mindslaver lock by getting 12 available mana and an Academy Ruins letting you mill your opponent by continuously taking their turn and tapping out their mana sources. Alternately, Punishing greedy land bases with Sundering Titan can give you huge tempo advantage even targeting non-basic lands in some cases. Wurmcoil Engine is always a solid card against aggro builds while Platinum Angel is a panic switch even shutting down decks that cant interact with it. (Essentially just get the ruins and count to 12, if you can count to 12 mana then you win.)

Sideboard options are very interchangeable depending on the local meta or your personal play-style. I will be updating a sideboard strategy guide for the current standard, check below for details.

If you enjoy the list please +1, any comments or suggestions will be taken in to consideration. With that said, have fun and good luck! This deck will be updated and reformatted to fit the current standard as optimally as possible and as often as possible.

Mono Black Tron is another interesting take on the Tron archetype.

Suggestions

Updates Add

WIP OLD! NEEDS UPDATING AT SOME POINT...

vs. Aggro

In: +1 Dismember, +1 AEtherize. Out: -2 Thirst for Knowledge (on the play), -2 Remand (on the draw)

vs. Burn

Chalice for 1 on turn 2 is the best lock against burn.

In: +2 Spell Snare, +1 Spell Pierce, +2 Challice of the void, +1 Spellskite. +2 Dragon's Claw. Out:-1 Oblivion Stone, -3 Remand, -1 Mindslaver, -2 Thirst for Knowledge, -1 Talisman of Dominance.

vs. UR Delver

In: +1 Challace of the void, +1 Spell Pierce, +2 Dismember, +1 Tormod's Crypt. Out: -3 Remand, -2 Solemn.

vs. Junk

In: 2 Squelch, 2 Dismember, 2 Spell Snare. Out: 1 Talisman of Dominance, 1 Sundering Titan, 1 Platinum Angel, 1 Solemn Simulacrum, 1 Oblivion Stone, 1 Mindslaver.

vs. Jund

In: 2 Dismember, 2 Spell Snare, 1 Wurmcoil Engine. Out: 1 Fabricate, 1 Sundering Titan, 1 Platinum Angel, 1 Solemn Simulacrum, 1 Mindslaver.

vs Soul Sisters

In: +2 Dismember, +1 AEtherize. Out: -1 Mindslaver, -1 Sundering Titan, 1 Remand.

vs RG Tron

In: +1 Spell Pierce, +2 Squelch. Out: -1 Sundering Titan, -1 Platinum Angel, -1 Solemn Simulacrum, -1 Repeal.

vs. Mono Black Rack

In: +1 Spell Pierce. Out: -1 Sundering Titan, -1 Mindslaver.

vs. U/W Control

In: +1 Spell Pierce, +2 Dismember, +1 Tormod's Crypt. Out: -1 Cyclonic Rift, -3 Talisman of Dominance, -1 Mindslaver.

vs. Scapeshift

In: 2 Spell Pierce, 2 Squelch, 2 Spell Snare. Out: -3 Repeal, -1 Platinum Angel, -1 Oblivion Stone, -1 Cyclonic Rift.

vs. Splinter Twin UR

Spellskite is preferred for of combo disruption for twin

In: +2 Dismember, +1 Spell Pierce, +1 Spellskite. Out: -2 Solemn Simulacrum, -1 Platinum Angel, -1 Talisman of Dominance.

vs Eggs

In: +1 Challice of the void, +1 Spell Pierce, +2 Squelch. Out: -1 Wurmcoil Engine, -1 Sundering Titan , -2 Solemn Simulacrum.

vs Pod

In: +2 Dismember, +1 Spellskite, +1 Spell Pierce (on the draw), +2 Squelch. Out: -1 Mindslaver, -1 Solemn Simulacrum, -2 Talisman of Dominance (on the draw), -1 Platinum Angel, -1 Treasure Mage.

vs. Affinity

Game 2 Chalice for 0 on the play is very storng, Hurkles recall is not the answer for affinity but is better than nothing.

In: +1 Hurkyl's Recall, +2 Spell Snare, +2 Dismember. Out: -1 Sundering Titan, -2 Remand, -1 Mindslaver, -1 Solemn Simulacrum.

Comments

Attention! Complete Comment Tutorial! This annoying message will go away once you do!

Hi! Please consider becoming a supporter of TappedOut for $3/mo. Thanks!


Important! Formatting tipsComment Tutorialmarkdown syntax

Please login to comment

Date added 8 years
Last updated 4 years
Key combos
Legality

This deck is Modern legal.

Rarity (main - side)

6 - 2 Mythic Rares

9 - 2 Rares

36 - 11 Uncommons

2 - 0 Commons

Cards 60
Avg. CMC 2.83
Tokens Eldrazi Scion 1/1 C, Phyrexian Germ 0/0 B, Wurm 3/3 C w/ Deathtouch, Wurm 3/3 C w/ Lifelink
Folders 1v1, modern, Decks, Decks I want, col, Tron builds, Favorites, Tron , Not My Decks, Modern Decks
Votes
Ignored suggestions
Shared with
Views