pie chart

Tronmatize [Gr Tron]

Modern* RG (Gruul) Tron

Dadouuxx


Sideboard


Maybeboard


This G/R Tron is quite classic even if there might be some unexpected cards. If you don't know the deck, the first aim is to control the board state, then go bigger than your opponent. To do so, we will need to assemble our engine through our lands : Urza's Mine, Urza's Power Plant and Urza's Tower.

Big thanks to my fishy best friend for the name. :)

Urza's Mine, Urza's Power Plant and Urza's Tower : Compose the actual engine we need to start before doing anything.

Forest : We need basics land to have some value in case of Path to Exile and survive Ghost Quarter's and Blood Moon hate.

Grove of the Burnwillows : They represent a virtual free red splash as giving our opponent don't matter. We win big anyway. Giving your opponent life might also be useful against one of the newest modern based on Death Shadow that need to damage himself below 13.

Utility lands : As we play 12 potential tutors for theses, we don't need more than one of each.

Sanctum of Ugin : Find your next threat.

Ghost Quarter : Get rid of whatever land you haven't been able to destroy yet with Oblivion Stone or Ugin,The spirit Dragon.

Urza's Factory : Not a good card, but so much fun! Only good in really grindy games.

In order to start our engine we will need some help going through the deck by making colours for tutors and digging the right pieces. To do so, we have good tools :

Ancient Stirrings, Sylvan Scrying and Expedition Map : Act as tools to directly fetches the land we need. Tron pieces or utility.

Chromatic Star and Chromatic Sphere : Act a colour fixing tool and redraw, in order to go faster through the deck. Note that the drawing part from the Chromatic Start triggers when it's put into a graveyard and Chromatic Sphere when you use the mana ability. This might have some impact during the game if you face deck that either destroy artifact where Start will make you draw anyway, sphere is a nightmare for lantern player as they can't stop you from drawing you card.

The two reasons our win conditions sometimes won't be able to hit the table are either : We are already dead or we need to stabilize before trying to win. As you will notice, our win conditions usually try to fill both roles.

Wurmcoil Engine, World Breaker, Ulamog, the Ceaseless Hunger or Walking Balista : By gaining life, exiling problematic permanents, destroying their manabase, or killing their creatures, all of them provide some kind of tempo/stabilization before being able to close the game.

Pyroclasm and Oblivion Stone : Help restart the game if it's going out of control. Removing whatever might be a problem. Following this principle, Relic of Progenitus help killing graveyards strategies without hurting us.

Karn Liberated and Ugin, the Spirit Dragon : Follow the same scheme as stabilizing the board, disrupting their plan and finally killing them. Even if we could argue that restarting the game is not actually winning, people usually concede the game so we are fine.

Sideboard evolve as the meta change so some cards come in and out frequently but you will find here some cards that have come in the side at one point, and some card that could be played or tried regarding the meta :

Nature's Claim : self explanatory, deal with affinity and problematic enchantments/Artifacts such as Stony Silence and Blood Moon.

Warping Wail : Help deal with small creatures and fight Living End/Past in Flames/Crumble to Dust/Scapeshift and other sorcery speed combo cards. Making a 1/1 as instant speed to make a blocker or accelerate our mana for next big turn have been useful to me in the past.

Kozilek's Return : Play the same role as Pyroclasm but the instant speed actually surprise people and the trigger ability is often unexpected/forgotten. Also as a Devoid spell you can find it with Stiring and it kill Ethched Champion.

Crumble to Dust : All star versus other Tron brother and Eldrazi Temple. Also detachable with Stiring.

Pithing Needle : She will be you best friend against Fulminator Mage, annoying planeswalkers and manlands.

Defense Grid : Allow you to cast freely whatever you want again controls decks. Control deck must counter it or you will resolve everything else. Also, forcing them to counter this card give you some room to cast your big guys.

Crucible of Worlds : It feels good to have a way to recover lands in the 75. It's a slow tool but really shine in grindy matchups. Recovering/looping Ghost Quarter or Sanctum of Ugin feels really great to be honest.

Jester's Cap : Congratulations you just destroy/out speed combo deck on turn 3. You can't imagine of tasteful Ad Nauseam tears are on turn 3.

Orbs of Warding : This card come from nowhere and that's why it's so much fun to surprise people with it. Small creatures deck and burn have a rough time versus this one.

Thragtusk : Does a very good job at keeping you alive and reduce all the value Path to Exile might have in a game, as you still have the token. Usually swap with Wurmcoil Engine.

Thank's for your time, reading and maybe upvote! I hope you liked it!

All comments are welcome!

Personal note :

In case of Blood Sun main, move 2 Relic main to the side.

Suggestions

Updates Add

Comments View Archive

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 5 years
Legality

This deck is Modern legal.

Rarity (main - side)

14 - 1 Mythic Rares

6 - 8 Rares

26 - 3 Uncommons

12 - 3 Commons

Cards 60
Avg. CMC 3.07
Tokens Beast 3/3 G, Eldrazi Scion 1/1 C, Wurm 3/3 C w/ Deathtouch, Wurm 3/3 C w/ Lifelink
Votes
Ignored suggestions
Shared with
Views