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Mono U Tron (Detailed explanation)

Modern Control Mono-Blue Tron

Muscletea


Sideboard


Mono U Tron for Modern. Great control with some nicest finishers in all of the magic. Not the most competitive deck (because it's not super consistant like tier 1 decks), but can easily beat all of the decks in modern. I would say this is good tier 2 deck and has possibility to win big tournament someday.

Fun deck to play, and it's always underestimated. This deck is hard to play since it's pretty highly interactive. To play this deck you must know your meta and really know what matters in magic and what doesn't. Practice makes perfect.

This deck is "Pierakor style" (find him on youtube as Pierakor), he is one of the best Mono U Tron players I know. Other famous and GREAT player is shoktroopa, but I personally dont like his style of more aggressive deck as much.

This deck is pretty heavily leaning on Draw-go and casting instants early game. Using Chalice of the void as great tool against many decks.

PROS AND CONS

PROS:

This deck is absolutely fun to play. Very interactive.

Very strong against most of the control/midrange decks in modern. Diverse wincons.

It's blue ;)

Can handle landhate better than green variants of Tron-decks.

CONS:

Aggro can be hard to play against in game 1, but after sideboarding it's very pretty even.

Not as consistent as most of the tier 1 decks in modern.

You must know your meta very well.

WHAT DOES EACH OF THE CARDS MEAN IN THIS DECK

Academy Ruins: This card is used to recycle our artifacts. It's one of the main components of this deck and I think it can't be replaced. Academy Ruins maybe most notable combo is to use Mindslaver over and over again. You need 12 mana to use this and you will basically win the game at that point. Wurmcoil recycling is hard one for opponent to recover too. Wurmcoil leaves tokens behind and casting Wurmcoil after Wurmcoil is devastating. Remember to note when you have Academy Ruins in your hand or play, you should not worry to discard mindslaver or Wurmcoil to Thirst for Knowledge so much anymore. Rest of the artifacts in this deck can be used too, but it's much more situational than these 2 artifacts.

Chalice of the Void: This card is great in my opinion, I would always run 2-4 of these in at least sideboard. Not being able to use Expedition Map while your opponent can't cast half of their deck is very good deal for us. Affinity suffers a lot with Chalice on 0mana. Merfolk can have hard time to play when there is Chalice on 1 or 2 mana. Just so many decks have many 1mana cards and that is the reason I play these on mainboard. It's great!

Condescend: Oh boy! This is the reason that I just love to play the Mono U Tron! It's value in this deck is insane. It can save your life so many times and SCRY 2 is amazing! You should never underestimate the power of scry, it's one of the most powerful mechanics in this game wich a lot of people dont seem to get. I can cast this with only one blue mana to just use the scry 2 in some cases and many times it's worth it. Play 4 of these almost in every cases.

Cyclonic Rift: This is the card that most of the time is just bounce 1 nonland permanent for 2 mana. Not so great and powerful. BUT when you have the Chalice of the Void in the hand and you can wait for it's overload... It becomes lifesaver. Just clear the board and put down chalice on the most annoying number. They might never recover from that. Even without Chalice, overloaded Cyclonic rift is just very powerful spell. Many times it's just too slow. I think 1 on mainboard is still worth it.

Expedition Map: Digging the lands you need in this deck is very powerful thing to have. If it is Blue, Ruins or Tron it's pretty much always welcome when you need it. In tron decks, I think it's always great to play 4 of these. Later on the game discarding this on Thirst for Knowledge feels just great.

Gemstone Caverns: If you manage to start with this it's great! It loses card advantage, but most of the time it's worth it. I think this land can be replaced with Island or Ghost Quarter or some land you find interesting, but I like one of these in my deck since luck is part of MTG in general. It's much more powerful in Shoktroopa style of deck where it can be used for early engineeded explosives for any colour though.

Island: I find 8 of basic islands to be sweet spot for this deck. 9 Pure sources (with oboro) for blue mana is meaning pretty little of mulligans.

Mindslaver: Alongside with Platinum Angel this is the card that makes this deck famous. Controlling your opponent's turn is very strong ability in modern format. This can be used as a single use in many situations and it's still very powerful. Using with Academy ruins it will lock your opponent from doing anything and eventually you will mill them out of the game. Most of the time this won't happen, since it's almost always a scoop from opponent. This can be tutored with Treasure Mage.

Oblivion Stone: This is one of the sweepers we have, I used to play 2 copies of them, but since meta is starting to go in more control/combo oriented, it's not that great. Still against aggro/midrange decks it is very devastating and it can be used to blow up on turn 5 even without tron. Also this works against lantern control and affinity too (Ugin does not so good). Sometimes it's good to place fate counters on your permanents if you find there is time to do that.

Oboro, Palace in the Clouds: This card seems useless for many players, but actually it haves many uses in this deck. Most of all it can work alone as double blue source. For example you have tron and oboro in game. Play Treasure Mage with oboro and mine, then return it to your hand and play it back to table. Now you have played Treasure mage and have Blue mana up for counterspells, bounce or card advantage in the opponent's endstep. It can also play Torrential gearhulk in sorcery speed, if you need blocker for next combat and have no other choices. It's also a land that survives against Boil effect's as a Blue source.

Platinum Angel: Another signature card for this deck. It does not get played so aggressively anymore, but still it haves it's place in this deck. Alongside with Chalice of the Voids it can shut down every answer some decks have. Like Affinity game 1, their only answer is usually Galvanic blast, so play chalice on 1 and Angel... It's GG. It's great against many aggro decks as a "panic button" since their pressure can be overwhelming to control. It's also great against Infect since wurmcoil is not going to win those games. This can be tutored with Treasure Mage.

Remand: Card that buys us some valuable time. One of the Moderns best counterspells and it draws you a card. There is never too much digging through your deck when playing Tron. Sometimes you can throw in Remand to just screw their mana and more important you can draw a card! One of the rules of this deck (since it's control) is "don't miss your land drops" specially in the early rounds of the game, so it's fine to counter something that doesn't matter so much if it finds you a land next turn.

Repeal: Another tempo card alongside with Remand. This can bounce those annoying Tarmogoyfs or Cranial Platings away when it's crucial. Also it is another digspell so use it pretty much like remand, if you need a card, then use it! Also bouncing that bloodmoon or spreading seas is just nice when you have your tron ready behind them.

Snapcaster Mage: Great all around card that can replay whatever spell we need at the moment from graveyard. Also makes suprise chump blocker if your opponent isn't prepared for it. Everyone knows Snapcaster is great card, but it doesn't shine so much in this deck... although it's nice to have one copy in case of emergency!

Solemn Simulacrum: This card shines in grindy matchups. Fetch island, chump block, draw a card... He does it all for 4 mana. This usually means that we can play turn 5 Wurmcoil even without Tron so it can help stabilize boardstate pretty well. Usually I sideboard this out against aggro, since it doesn't do so much against those fast decks. He is also Artifact so you can discard him to Thirst for Knowledge against those aggro decks in game 1 so he is fine in mainboard. People play 0-4 of these in their decks, but I wouldn't go over 2 of them at least in the current meta... If Jund and Control gets more heavy play, then it might shine more again.

Spatial Contortion: One of the cards that really helps us against those fast decks, be careful for instant buffs like aether vial-lords (in merfolk) and infect. It can work as a buff too. Can be used as a buff to wurmcoils and platinum angel too to put some more pressure or heal yourself a bit more too. Just great card for this deck in my opinion! I would always recommend playing these in mainboard, since aggro decks are pretty much our worst matchups.

Spell Burst: Used to be played more in this deck, but have seen some major cuts. It's still insane with tron online since you can start countering pretty much everything. Topdecking opponents can be locked out of the game pretty much. If it can counter something good, you should not worry about buybacking it and save it to later. Weakness for this card is that it does not dig our deck, so I play only one of these in my deck.

Supreme Will: I like this card a lot! It is flexible and both of it's effects are very good in this deck. Can counter some big spells or dig 4 cards is just great thing to have. I find that 2 copies is great with 4 Thirst for knowledge. It feels good balance for big digging spells and this feels a little bit better than anticipate, wich can replace this card in some decks. Even for 3 mana it just feels right. Don't be afraid to use it for digging, but against combo decks I like to keep my counterspells up most of the time.

Tectonic Edge: Great against multicoloured decks and tron. I don't see this card to be amazing or crucial for this deck, but sometimes it helps. When you are playing with tron online, punishing your opponent's landbase can be hard thing to recover. You have all the mana in world and opponent might have only those 4. I like it against control matchups or other "big mana decks". This and Ghost Quarter are both pretty much the same. Ghost Quarter can punish some Inkmoth Nexuses or Mutavaults even if they decide to play around tectonic edge so if you are facing lots of annoying aggrolands it's better to play Ghost Quarter in my opinion.

Thirst for Knowledge: Another Corecard for this deck. I would almost always recommend to play 4 of these in this deck. Card advantage and digging right cards is once again the key component of this deck. While we have a lots of artifact cards this 3mana spell is very valuable. If your opponent didn't play anything threatening just play this in their endstep and you will much likely be step closer to your victory. This card shines all rounds after it just can be cast and many times in the later of the game I find hoping to topdeck this or something big to cast.

Thought-Knot Seer: Almost Thoughtseize on decent size body is just great card to have. Removing that annoying card that you are scared of from your opponent's hand is very powerful mechanic. I like this card against combo decks since it exiles the card you choose. So exiling that Gifts ungiven or Past in flames can win you against storm or Scapeshift against valakut decks. 4/4 blocker is also not a joke in modern since it can block quite a many things with its body and still survive for the next combat. It also brings you great beater against those control decks to make clock ticking much faster than Solemn Simulacrum for example. I like to play 1-2 of these, but you can handle the deck very well even without them.

Torrential Gearhulk: It's Snapcaster mages bigger brother and actually i think it fits even better in this deck. Big body and a fact he is artifact is just great. Discarding this for thirst is not a bad thing to do in some cases. Also being 6mana card you can actually find this with your Treasure Mage wich is another pro for this card. Major con for this card is that it costs 2 blue mana to cast, so keep that in mind when using that Thirst and you only have 1 blue source to use.

Treasure Mage: Legend card in this deck that works as a Tutor for our fancy finishers, also the reason why our big answers can be so diverse. Tutor on a stick that can chump block is just great value here
so I think he can't be replaced with anything in this deck in this form. I have always played at least 2 of them in my deck.

Ugin, the Spirit Dragon: This card is very... VERY good when it resolves. Sweeping those elves or merfolks and leaving lightning bolting machine on the board is wincon by himself. His ultimate ability is also super powerful if game gets in that point somehow. It's major flaw is that he can't sweep colorless permanents so it's not that great against decks like affinity. But against most of the decks he is just ridiculous card and I think he fits even better in this deck than Gx Tron versions. But I would not overplay this card even if he is so powerful since you don't want to start with this in your hand too often. 1 is great and 2 is pretty much maximum I would suggest to play.

Wurmcoil Engine: This big beater is our main stabilizer of the deck. 6/6 lifelinking deathtouch is already very good, but he is leaving those wurm tokens behind when killed is absurd. He haves some weakness sadly wich are exile spells like path to exile and he cant stabilize against infect decks. But those flaws are so minor, there is no reason to not run this in bigmana deck like tron. He can be tutored with Treasure Mage and many times he can be cast even without tron thanks to his "low" manacost. I like to replace one of these with batterskull against aggro or exiling decks since he is lower on mana cost and more resilient to exile.

Urza's Mine, Urza's Tower and Urza's Power Plant: These are the best "bigmana" cards in modern and this whole deck is build around them. In blue version of the "tron deck" it's not idea to get one of each on the table ASAP so take your time to stabilize and remeber to keep answers up rather than being hasty to bring tron online. Sure if you have Ugin or something that matters in your hand and he can clearly effect board hard you can play more aggressively to find these lands on the table, but practice will make you perfect to balance your gameplay with this deck.

SIDEBOARD

AEtherize: Bring these in against creature heavy decks like merfolk, elves, affinity and so on... they will buy you some valuable time to stabilize the game.

Batterskull: As said before he can replace one wurmcoil against aggressive decks to stabilize faster since he is only 5 mana, good against burn and small creatures. Also against midrange decks like jund you can play 2 wurmcoils and batterskull all together. They are powerful against those decks. One more worthy thing to mention is his vigilance so it can heal you for 8 health rather than 6 per turn. Remember also that it's equipment so equiping this to like platinum angel makes her much harder to remove and 8/8 flying vigilance lifelink is just super powerful. Exiling spells only makes that 0/0 token to go away so you can bounce it back on the table if needed.

Dismember: Great card against eldrazi tron and stuff with bigger creatures than x/3. Killing that 5/5 with 1mana and 4 health is almost never a bad thing.

Hurkyl's Recall: mostly played against affinity, but works against most of the artifact heavy decks. Also can safe our wurmcoil engine against those exile spells if we want to. Or other artifacts we like to have in hand rather than go to graveyard.

Negate: Good card against spellslinger decks and control. Also counters planeswalkers like Karn or Liliana.

Silent Arbiter: Good against decks that likes to go wide with their board. Most notably elves... He is also artifact so he has some synergy in our deck.

Spellskite: Countering very well bogles and infect. Or all the stuff with some buffs. Also can work against burn as he can take one lightning bolt for 2health or 1blue mana.

Spreading Seas: Draws card and makes nasty lands islands. Yes please. I would play more of these against Inkmoth nexus or Gx tron decks if they are heavy in meta.

Surgical Extraction: Our graveyard hating card that doesn't affect our own graveyard. Can shut down storm and dredge decks pretty well but also it can remove something annoying from their hand/deck if needed.

MULLIGANS

Basically you want blue source with at least another land in your starting hand. 2 lands is keepable with expedition map or very low curve hand. 2-4 lands is pretty much ideal. Sometimes you can go with tron hand without blue but that hand should contain something powerful you can cast with colorless mana. Remand, Repeal, Chalice, Map are pretty nice to see in starting hand. Against control you can play little more greedy with your mulligans, since it's not so good to lose card advantage in grindy matchups.

OTHER CARD OPTIONS

LANDS:

Field of Ruin: This land is actually like tailored to mono blue tron. Getting island on the play untapped is worth 2 mana pretty much always. I really like this land a lot and use it myself as 1 on the mainboard and 1 on the sideboard.

Ghost Quarter: Good land against pretty much only against really aggressive decks like infect. Killing inkmoth nexus is what this land should almost always do when played.

River of Tears: Used as situational black source to play more counters on Engineered explosives or cast Dismember and Surgical Extraction to save our lifepoints. I suggest this land only if you are going to play Engineered Explosives.

Tolaria West: Can tutor for land, Map, Engineered Explosives or Chalice pretty much. Bit slow card as it comes in play tapped and transmute need 2 Blue to cast. I would play this if meta is slow enough to allow all these negative effects.

CREATURES

Sundering Titan: Used as punisment card for greedy manabases. My personal opinion is that this card is only good against 3+ coloured decks. Often today decks play so much of fastlands and checklands so this card see less play.

Ulamog, the Ceaseless Hunger: Pretty punishing card and it always does something. But the fact he is 10mana nonartifact creature makes him little meh. You almost always want something like Ugin instead of this, since Ugin has almost always bigger impact on the board and he is actually harder to remove. Play him if you find it interesting, but I would say this eldrazi titan belongs in to the green versions of tron.

Trinket Mage: This card can be handy if you play Engineered Explosives and Chalice of the Void. Tutoring for map is also a thing and you should at least test this card before judging him. I think it is better than playing Tolaria West, but some people play both. And some people play neither.

Filigree Familiar: This card just feels underperformer in my eyes. Gaining 2 life is pretty much nothing and it makes this pretty much chumpblock cyclecard. Solemn Simulacrum is much better since fetching basic land for 1 more mana is just much better. Don't underestimate filling board with resources and don't overestimate your lifetotal. Can be played against burn in sideboard but thats pretty much all it does.

Thing in the Ice  : This card is just pretty much removal eater. Almost never triggers in this kind of deck and you should not play this in my opinion. Trying to protect this with our big counterspells can be way to lose games more often than win the games.

Emrakul, the Aeons Torn: 15 mana, non artifact... If you have 15mana in the game you usually win anyways, so why would you put this in to your deck? Some rare cases this can be relevant like in super grindy control matchups but I think this in your hand against most of the decks is just frustrating. If your meta is tons of Control decks place this in your sideboard, it might win you a few games.

Walking Ballista: This card can be actually pretty good against swarming affinity or infect earlygame and it can win more in the lategame, but it's not like super impressive card in many matchups. You can tutor this with Trinket Mage and actually it's good in those decks where you play chalices, trinket mages and engineered explosives. Also a decent sideboard card against affinity and infect.

Nimble Obstructionist : This card is pretty versatile and it's good that he has flash. Good card against control decks as extra beater and it can also punish fetchlands activated ability with its cycling ability. Might be worth trying and see how you like it.

REMOVAL CARDS

Engineered Explosives: Fast sweeper for this deck. Can be used to destroy all 1,2 and 3 mana permanents depending on the situation. You should play River of tears and some talismans if you are going to play this since they provides extra colours to destroy more expensive nonland permanents. If you are lucky Gemstone Caverns can add even 4th colour to this deck. Usually kills something like Death's Shadows on 1 blue or Tarmogoyfs on Blue and black etc. You can use Trinket Mage or Tolaria West to tutor this.

All Is Dust: Turn faster Ugin without planeswalker upsides. I Think there is not many reasons to play this over ugin, but if you ahve it and dont have ugin, it can replace him I think.

Gut Shot: This is for heavy infect/affinity meta for sideboard. You can bluff it with tapped lands. Nothing too special, but if infect is your problem, here is the best answer.

COUNTERSPELLS

Mana Leak: Not as good as remand I think, but you can replace them with these much cheaper cards in budget versions.

Card:Ceremonious Rejection: Good sideboard card against other tron decks and artifact decks. Play it if you think they are overwhelming matchups.

Dispel: Good sideboard card against control/spellslinger decks. Negate is more versatile and I think it fits better in the sideboard, but in some specific metas this is better.

Summary Dismissal: Can counter spells against Cavern of souls. Great sideboard card in todays meta against those storm decks. Also this works as counter spell for Scapeshift to lose their all triggers of finding lands or some big eldrazi like Ulamog to make his on cast Exile effects to go exile too. And overall very powerful and versatile counterspell. Only downside is its manacost.

UTILITY CARDS

Talisman of Progress and Talisman of Dominance: These cards are good with engineered explosives to provide one extra color to cast it. You should almost never play these on turn 2 since it leaves you with only 1 mana left on your opponents turn. Turn 3 with remand in hand is right way to play it almost always.

Fabricate: This can tutor all the artifacts, so if your deck is big mess, this can help it to become more consistant on your lines of play. 3mana sorcery is just too big downside for me personally, and thats why I don't play it.

Crucible of Worlds: Great card against land destruction. It can also play lands we discard to Thirst for Knowledge. Again 3mana sorceryspeed is why I don't personally play this, but could see it happen if land destruction decks become more popular.

Orbs of Warding: This can work as a sideboard card against burn, try it if you struggle against burn decks.

Grafdigger's Cage: Good sideboard card against Collected company decks, Dredge and storm most notably. It is also artifact and does not prevent our academy ruins usage. If you place this in your deck you should sideboard our Snapcaster and Torrential Gearhulk since they become potentially much worse when this is in play.

Tormod's Crypt: Budged friendly graveyard hate that is also artifact and does not hurt our own graveyard. Very solid sideboard card.

Relic of Progenitus: Cantrip version of graveyard hate, its graveyard exiling effect is not permanent so its not so powerful as grafdigger's cage, but it fits better in mainboard if graveyard decks become super popular in your meta.

Search for azcanta : New card that needs to be tested to tell more, but it seems nice card especially later in the game. I would not play too many copies of these, maybe 1 copy might be enough.

Trinisphere: It's artifact! And it makes life of storm very sad. Pretty much pure hatecard against storm and if you have something like storm meta in your local gamestore, you can bring this badboy to your sideboard.

MATCHUP SIDEBOARDING AND STRATEGIES

Affinity: First game can be won without sideboard by playing Platinum angel or Wurmcoil engine fast enough. Counter and bounce their powercards like Cranial plating and usually all that costs 2 mana is good rule. Chalice of the void can be cast on 0 or 1 and that denies their deck pretty hard. Chalice on 1 and Platinum Angel in game 1 means usually win because you negate their only removal Galvanic Blast with your Chalice. Sideboard out Ugin, Supreme will, TKS, Solemn, Cyclonic Rift and Torrential Gearhulk are my choice. I bring in Chalice, Spatials, Aetherize, Hurkyl's recall and sometimes swap batterskull for one wurmcoil engine since he can stabilize faster. Other good Cards against this deck are Walking Ballista to ping their 1toughness creatures and engineered explosives to swipe their board pretty hard. Not as hard matchup as people may think, pretty even matchup after sideboarding. Mindslaver them if they have arcbound ravager so you can sacrifice everything (you can tap inkmoth/blinkmoth for mana and make them artifacts to remove them too).

U/R Storm: Of course graveyard hate is very powerful here, no matter what is the graveyard hate of your choice. Killing their Goblin or Baral is good way to start. Chalice on 1 early or 2 later in the game can slow them down pretty well. Usually they dont have artifact removal in game 1 so playing chalice on 2 can win sometimes since you negate their wincons pretty well. Game one can be pretty tough if they have good hand. Mindslaver can save you like in many other matchups, just cast everything important or even storm themselves to death just before they do. Ugin is pretty bad, so is cyclonic rift. Replace them with negate and extra Chalice. Then replace Solemn and maybe one Treasure mage with Surgical Extractions so you can exile their important combo cards from their deck/hand/graveyard. Summary Dismissal is good option against this deck if you have it. Thought-Knot Seer can exile their Past in flames or Gifts ungiven most importantly, but other key pieces are good enough too. One Repeal can be replaced with Spatial so you have one hard removal against Goblin or Baral. Just remember to keep mana for your counterspells since they can kill you out of nowhere! Added nasty sideboard option against storm... Trinisphere! It makes their whole gameplan pretty useless and they pretty much can't win if trinisphere stays on the board.

Eldrazi Tron: This is definitely easiest of the Tron matchups I think. It sure is fast, but it doesn't drop Karn so reliably on turn 3 wich is hard to deal with. Dropping Wurmcoil Engine against this deck can win many games since their eldrazi can't deal with it so easy. If they have 7 mana open, keep your counterspells up for Karn. Remanding their big stuff is great and Tectonic edge can shut their Tron down. If you can handle Walking Ballista and Karns, your platinum angel is starting to be in pretty safe. I like to Counter Reality Smasher because his ability is annoying (if I dont have Wurmcoil or Cyclonic Rift ready). Dismember is great card here. You should sideboard OUT Ugin, Chalice of the Void, Spatial Contortions and Bring IN Spreading Seas, Dismembers, Negate is good vs karn heavy decks and Aetherize can work too. Summary Dismissal can help if they plays bigger eldrazi with on cast effects and it can play around Cavern of souls. Ceremonious Rejection is nobrainer and very powerful against this deck if you want better and faster answers for this deck. Solemn Simulacrum is great card in this matchup, since he can put you ahead while blocking some nice amounts of damage. Bringing Batterskull can work wonders with 2 wurmcoils too, lifelink and big creatures is not bad thing against this deck and equiping wurmcoil or platinum angel with batterskull wins games most of the time.

Grixis Death's Shadow: Wurmcoil and Solemn Simulacrum shines in this matchup. They are little bit like Jund deck but just little bit faster. Chalice on 1 mana is also great. Remand is good against delve creatures but not so good against Death's Shadow so its pretty 50/50 card here. Remember they have Counterspells and removal so you should try to play around them like playing bounce spells when they are tapped rather than rush them.Sundering Titan can punish their greedy manabase pretty hard if you get to that point. Mindslaver can actually burn them to death because they have lots of spells that hurts their lifetotal. Sideboard our Spatial contortions because usually they have bigger creatures on the board... Dismember is better choice. Thoughseize is pretty much the card what hurts us lots, but sometimes opponents doesn't understand our deck too well and pick totally wrong cards. I think this deck is not that hard to win with U tron. Aetherize is sometimes good but nothing too amazing, maybe swap it in to cyclonic rift since they plays pretty much only creatures and spells. Spreading seas should not be played against decks with blue (if it's not infect).

Titan Scapeshift: This matchup is actually pretty fun, there is no better feeling than mindslaver to beat them with their own "unfair" valakut triggers. So needless to say mindslaver is good here. Summary Dismissal exiles all their triggers when they decide to scapeshift and thats kinda fun too. In this matchup there are big things to make remand extra good, like Primeval titan, scapeshift or even newest addition Hour of Promise. Spatial Contortion is not that great, because they are not likely to win with their manafetching littleguys. Repeal is not too good idea either, because they have so many ETB effects on their permanents. Thought-Knot Seer is good to exile their scapeshift or primeval titan. Wurmcoil Engine is pretty good, but remember to keep counterspells up all the time if they have enough mana to combo off. Spells... you should also be aware of are their heavy artifact removal pack in sideboard and Maybe some Crumble to Dust to exile our tron lands. I would sideboard out Platinum Angel, Spatial Contortions, Repeals and Chalices. Put in Negate, (Summary Dismissal if you have), Mindslaver, Surgical Extractions and Spreading seas is pretty decent too on valakut. Counterspell to Surgical their scapeshift is good play here. I think it's one of the easy matchups for U tron.

Jeskai Control: This matchup is favorable for us too since we have usually more mana and more card advantage. Solemn Simulacrum is great card in these kind of matchups. Geist is pretty annoying with hexproof but he can be countered or destroyed/bounced with our AoE spells. They plays full playset of Spell quellers so you can play your condescend around it by paying more mana into it since he can exile only 4 or less costing spells. Path to Exile makes our Wurmcoil Engine bit weaker so bringing in Batterskull is great idea in this matchup to replace one of our Wurmcoils. Just remember to not mulligan too hard, not so great hand with 7 cards is better than 4cards with great hand here. You can play Dispels to win counterwars if you struggle against this deck. Tectonic edge is great way to deal with Celestial Colonnades! In this kind of matchups you dont want to give them any unnecessary land drops! Sideboarding out Platinum Angel, One Wurmcoil, Repeals and Cyclonic Rift to swap them for Mindslaver, Negate, Batterskull, Spellskite and one Surgical is good stuff. Spellskite can protect your more important threats from Path to Exile but it's not super amazing.

Green/black, white or red Tron: This is matchup that can be hard for us. Only hope is to counter their big threats like Karn and hope they don't have too many of them to overrun our counterspells. If they struggle to play early Karn/Ulamog/ugin you start to turn this matchup over with card advantage (Solemn rocks here once again!). Negate and Summary Dismissal are super spells here. Summary Dismissal can exile Ulamog's on cast abilities too just to remind you so they can't exile your lands. Negate is powerful against Karn mostly, but Ugin is nice to answer too. White version is tricky because of the Path to exiles so once again Batterskull comes to replace one of our Wurmcoils. Red version has pretty much nothing amazing against us in form of red spells. Black can take out our counterspells with Collective Brutality wich can be annoying. Chalice of the void on 1 counter can slow them very hard since they plays a lots of 1drops! Tectonic Edge is also a nobrainer against this deck since it obviously can shut down their Tron. Sideboarding out Repeals, Platinum Angel, Spatial Contortions is good idea and bring in Chalice, Negate, Spreading Seas and Surgical Extractions (To Remove their big threats from their deck/hand after you counter them). Remember, be patient in this matchup and don't rush into tron!

Burn: Pretty tough matchup if we don't hit chalice or Wurmcoil Engine fast. Chalice of the Void is great here with 1 counter since it counters big chunk of their deck. They have some artifact removal in the sideboard so keep that in mind when playing games 2/3 (Platinum Angel, Chalices mostly). Sometimes just one hit with Wurmcoil engine is enough to win us this matchup, since they have hard time dealing with lifelink, especially that big one. You should hit with the Wurmcoil engine before casting anything if you have counterspell in your hand. Skullcrack prevents lifegain and that can lose you the game if you don't play things right. Actually general rule of being better player is not to cast anything that doesn't impact your combatphase in your first mainphase. Boros version of this deck might actually run some Path to Exiles on their sideboard so be aware of that when playing your Wurmcoil Engine, but usually they burns us so fast we don't have any other choice than play wurmcoil and hope that they won't have one in their hand. Also you might want to drop turn 3 Wurmcoil in game 2 if you can, because they can have Molten Rain wich can take our our tron! Never Repeal their 1drops outside of their attackphase, since they all have haste. That's just common sense. Searing Blaze, Boros Charm, Eidolon, And Skullcrack in some situations are good things to use counterspells since they are their big hitters. Just try to stabilize the game with lifelikers and control as fast as possible and use chalice of the voids mercilessly! Sideboarding against Burn: take out Cyclonic Rift, Torrential Gearhulk, Solemn Simulacrum, Tectonic edge (if that is your only land destruction, it's too slow!) and Ugin. Take in Chalice, Negate, Batterskull, Spellskite and Spatial Contortion. May the good starting hands be with you against this deck!

Abzan: This is great matchup, grindy midrange decks should be pretty easy to beat. Wurmcoil Engines are good even if they have Path to Exiles on their mainboard, just add Batterskull with both Wurmcoils. Mindslaver is good against their Liliana and high removal pack, just do all the nasty things you can with them! Spatial Contortions can kill big chunk of their creatures and Dismember even more. Just remeber to watch out graveyards before trying to kill Tarmogoyfs... if there is not instant cards you end up buffing that tarmogoyf with +1/+1! Remand is good as they have pretty high mana cards and it can delay whole turn. Repealing buffed Scavenging Ooze is fun too. Tectonic Edge is good to punish their 3color deck. Chalice of the void feels little weak but it's OK in game 1 for 1 or 2 counters. Our deck is pretty much designed to beat this kind of decks hard so every card we draw can feel great. Hand disruption is pretty much only thing alongside path to exile that can annoy us, but thats pretty much it. Sideboard OUT Platinum angel (because they are heavy on removal), Chalices, maybe TKS and one Supreme Will. Take in Dismembers, Batterskull and Spreading Seas. Also another Mindslaver is not bad. You will most likely win with better mana and bigger hand! Solemn Simulacrum has the power here.

Eldrazi and Taxes: This deck has some annoying hand disruption cards... a lots of them (sometimes with Thoughtseizes and Inquisitions). But that is kind of a double edged sword in this matchup since those spells can delay the game so much we can gather some nice manabase. I think all we need is to draw something good later and it's pretty much won. But this is another grindy matchup and easily winnable with our deck. Solemn Simulacrum, Wurmcoils, all the big stuff can stabilize game pretty well. This deck usually runs playset of Path to Exile so they might leave your Wurmcoil in you hand while they uses hand disruption. So it should be played around if possible. Leonin Arbiter is annoying when we try to use one of our tutors, but at least we don't run any fetchlands! When using Spot removal like Dismember or Spatial you should look if they have Aether Vial on 3... They might flash in Flickerwisp. Main deck Ghost Quarters are annoying too. This is kinda worst grindy matchup with Green Tron decks so don't be shamed if you get beaten down by them. Remember, card/mana advantage is the key! Sideboarding: You can go with Platinum angel/chalice route to deny their Path to Exile or you can try sideboard out both of them. If you take out Chalices and Angel, take in Batterskull and Dismembers. Mindslaver is not super valuable in this matchup but it's nice to use their Paths or hand disruption against themselves. Silent Arbiter can buy some time, since they usually don't have any creatures with 5 power and today's meta they plays pretty creature heavy versions. Aetherize can be considered too since it buys a lots of time when played just right time. Thalia is not big problem if we have Tron, since we obviously have a lot's of mana to play with.

Dredge: This deck is reason when you wish you would have other Graveyard hating cards with your Surgical Extractions. Grafdigger's cage is great, Relic is decent, Tormod's crypt is great too, all that hates graveyards just wins this hard matchup. Platinum Angel is good against this kind of unfair decks and they have pretty much only Conflagrate to deal with it before sideboarding. They can't cast Conflagrate from their hand if they intent to kill our Angel, since it requires way too much mana for their deck, so you can predict it when you see it in the graveyard. Chalice on 1 and 2 can deny their discard spells Faithless Looting and Catharic Reunion wich can slow them down pretty well, but usually they cast them before we land our chalices. They have 1mana and 2mana artifact hate cards Nature's Claim and Ancient Grudge so be vary of them when casting your graveyard hating cards, that is one reason why it's nice to have surgicals. Good targets for Surgicals are Narcomoeba and Bloodghast, because they lower the chances they hit anything on the board at all very much. Prized Amalgams are powerbeaters so that is relevant to be taken out too. If you manage to stabilize the game with Platinum Angel, taking our Conflagrate is also a good idea. Remember when using Repeal you always add one more damage to their Conflagrate in the graveyard! Sideboarding: take out Supreme wills, snapcaster and torrentials. Creature removal is worse than bouncing in this matchup since they can always come back from the graveyard without any costs, but they must be cast or discarded from the hand. Take in Surgicals and all the other Graveyard hating cards you have. Silent Arbiter is great! Batterskull is fine and Aetherize is also pretty super! After sideboarding this matchup becomes much more enjoyable and mostly winnable. Oh and one more thing... Ugin, the Spirit Dragon EXILES all the permanents with his - ability ;)

Collected Company decks: Grafdigger's Cage would be nice to have if you face these decks, since it denies their CoCo and Chord. They are Heavy on creatures so Sweepers like Ugin, O-stone, Aetherize, Engineered Explosives and Cyclonic Rift are all nice and can win you the game. Many times they runs Infinite mana combo with Vizier of Remedies and Devoted Druid so once they have another on the board you should always look ways to not let them combo off. Spirit Versions are most likely never going to run that combo! They goes wide on the board with creatures so Silent Arbiter is not bad one here. Many decks have sideboard Path to Exiles and Qasali Pridemage so Wurmcoils and Angel must be protected in second and third game if possible! Chalice of the Void on 2 counters their combo and many other efficient creatures. Also be aware of Aven Mindcensor, it can deny your tutoring if they have 3 mana open for that one. This deck is not very fast at winning if they won't hit that combo with something like Walking Ballista so if you just manage to get to the lategame you should be able to hand this. Sideboarding: Take out Remands (Their manacosts are pretty low for this), Angel, and Tectonic Edge. Replace them with Dismembers, Silent Arbiter, Grafdigger's Cage, Batterskull or Chalice. All are good.

Jund: Pretty much the same as Abzan but even easier matchup because they won't have access to Path to Exile. They can be little bit faster with all the lightning bolts to the face though but this should be easy matchup. Wurmcoil Engine is just Doom for this deck. Solemn Simulacrum is great blocker and overall valuable card. Let's just say Tron is nightmare for them and don't worry so much about this matchup. Sideboarding: Take out Platinum Angel and Thought-Knot Seer and Put in Spreading Seas and Batterskull and you will be fine. Dismember can be good too because they run rather low amount of creatures and it can hit bigger Tarmogoyfs too. Chalice of the void works with 1 or 2. They might bring Blood Moon to the games 2 and 3 but it's not big deal since it hits their greedy manabase very hard too.

Ad Nauseam: Combo deck that is not so fast as Storm and is easier to handle. Lotus Bloom can be countered with Chalice on 0 and is pretty decent play. You can Bounce Their Phyrexian Unlife to make them kill themselves with Repeal or Cyclonic Rift. Pact of Negation is hard to answer so you should always try to counter Ad Nauseam before they draws many of those in their hand. After sideboards you should focus their Boseiju, Who Shelters all with your Tectonic Edge/GQ or even spreading seas. Dragonlord Dromoka is hard one to deal with so in that point you hope for Ugin or Oblivion Stone to deal with it. Thought-Knot Seer is obviously good card against them to deny their most valuable card like Dromoka or Ad Nausem from their hand. Just remember to keep counterspells up against them and you should be fine. Having 2 counterspells in never bad in case of Pact. Sideboard in all the counterspells you have, Take out Spatial Contortions and Solemn. Surgical Extraction is fine too if you manage to Counter their combo attempt and then just Exile all their Ad Nauseams for example. Platinum Angel is actually pretty decent against them since they won't have many things to remove it with even after sideboarding.

(To be continued with all the meta decks and few more)

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Some Typos fixed and added mulligans. Also added pros and cons for this deck.

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Revision 3 See all

(6 years ago)

Top Ranked
  • Achieved #6 position overall 6 years ago
Date added 6 years
Last updated 6 years
Legality

This deck is Modern legal.

Rarity (main - side)

4 - 1 Mythic Rares

12 - 8 Rares

26 - 5 Uncommons

10 - 1 Commons

Cards 60
Avg. CMC 2.69
Tokens Phyrexian Germ 0/0 B, Wurm 3/3 C w/ Deathtouch, Wurm 3/3 C w/ Lifelink
Folders Not Mine but Amazing, Reference, Excellent Primer, Modern, Just Tron Things, Deck Ideas, Modern Reads, Gauntlet, Interesting Ideas, Interesting Modern Decks
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