Sideboard

Instant (4)

Artifact (2)

Creature (2)

Enchantment (4)

Sorcery (3)


Do you like extremely overpowered creatures? Yes? Then R/G Tron might be for YOU!

To get things started, R/G-Tron is not an interactive deck. Whereas most modern decks will "respond" to threats by countering, fogging, etc, R/G-Tron has no time for such shenanigans. Normally in the first two to three turns of a game, you'll use artifacts and spells such as Expedition Map, Sylvan Scrying, and Ancient Stirrings to go through your library and find the three Urza lands: Urza's Tower, Urza's Power Plant, and Urza's Mine. (Individually, these lands add one colorless, or generic mana to your mana pool. Yet, just like Voltron Force, when all three of these bad boys are on the battlefield, they can add up to SEVEN colorless mana to your mana pool!) You'll ideally want this by turn three, so you can cast a big creature, planeswalker, or board wipe.

In most competetive games, it'll either be a race for your opponent to knock you down to zero life, or an arduous struggle to win due to discard effects(Which will ALWAYS screw you up). So be sure that you have the right stuff in your hand(Without cheating, of course!)

Like most decks, you'll want about two lands in your hand, so the best option would be to have one to two different Tron lands. Otherwise, one Tron land and another land will do fine. You'll always want to have searches, which include Expedition Map, Ancient Stirrings, and Sylvan Scrying. Of course, unless you have a color land (Grove of the Burnwillows in your hand, you won't be able to cast spells such as Ancient Stirrings, Sylvan Scrying, and Kozilek's Return. Additionally, you'll ideally want to have about one threat in your hand to bring out when you do have seven mana. cards such as Karn Liberated, Wurmcoil Engine, and Conduit of Ruin easily fill up that spot. Plus, if you wish to put your luck in the hands of fate, then if you have a hand with a bunch of chromatics, then feel free to see where you go!

Due to the lack of color in the deck, "Mana Fixers" such as Chromatic Sphere and Chromatic Star can help to get the necessary color for spells and to draw cards, which will help you to draw unto threats, searches, or MAYBE even that last tron land!

In some cases, you'll end up getting the easiest way of winning the game. This would be the order.

Turn 1: Drop an Urza's Tower, Power Plant, or Mine. Tap it, and play an Expedition Map

Turn 2: Drop another Tron land(A different one), then tap both lands to sacrifice Expedition Map, then search your library for the last Tron land.

Turn 3: Drop the last Tron land unto the battlefield, then tap for seven to play a big spell.

A more difficult route of getting out the three Tron lands would depend entirely on the situation, so if your opponent caused you to discard cards, then this might be the route you take.

Turn 1: Drop a Tron land, then tap it to play a Chromatic Sphere or Chromatic Star.

Turn 2: Tap the tron land to sacrifice the chromatic, then add a green mana to your mana pool. (Now the situation can go one of a few ways A) This is the Easiest way. After drawing with Chromatic, you have a different Tron land and a Sylvan Scrying in your hand. You'll drop the tron land, then tap for Sylvan Scrying.B) This is still easy, but just hope that you got a good shuffle. You have a different tron land and an ancient stirrings in your hand. You drop the tron land, cast ancient stirrings for free(Chromatic), and in best case scenario, you get the tron land, if not, you can get spells such as Expedition Map, Chromatic Star and Chromatic Sphere to play with your other land. With the Expedition map option, you'll still drop a threat, but not Karn, and with Chromatics, you're hoping to topdeck.IF you don't have another tron land in your hand, then you;ll drop another land, which will put you back a turn, and you'll end up relying on either chromatics, or topdecking, which is often times successful, but you may end up turns late.

Turn 3: you drop your third tron land down. you tap all three for a total of seven mana and drop a big spell like Karn Liberated.

Turn 4: Drop your third tron land, or if you had a good hand, drop your fourth land, and continue to dominate the game.

So what do you do with seven mana? In some cases, a turn 3 Karn Liberated can be an instant win, with some opponents conceding when you exile their lands(Consequently rustling their jimmies, so watch out!). However, you may not always get that and for the opponents who simply won't give up, you may have to do a bit more. A Wurmcoil Engine always helps, as you will be guaranteed 6 life if you block or attack with it. Additionally, a Conduit of Ruin is an Eye of Ugin, where you're still getting the discount Eldrazi coupon, and getting the search for free. The Eldrazi discount doesn't count for Wurmcoil Engine, so you'll have to make do.

Late Game? No Problem! Cards such as Ulamog, the Ceaseless Hunger, and World Breaker are there to further screw up your opponent and to deal BIG damage. A turn 4 Ulamog, the Ceaseless Hunger will decimate your opponents board state, perhaps exiling any remaining lands he or she controls, and turning an even match-up into a slaughter. The same can be said of World Breaker, which virtually runs the same effect, is a solid blocker for flyers, and is repetitive, meaning he can return even when he dies.

What about removal? In terms of removing any threatening creatures your opponents may have, spells such as Oblivion Stone are great at eliminating ANY and ALL threats. Kozilek's Return is great at first eliminating small creatures and/or tokens, then coming back again later to throw a HUGE punch of 5 damage to each creature when you bring out a threat, ensuing that your opponents cannot really do much. If you want a turn 3 removal of most things, side-boarding in All Is Dust is a great option.

Past, you can play as you need, as you can have fun with the opponent by perhaps restarting the game with Karn Liberated, or just finishing it with a wave of destruction, oftentimes swinging for over 40 damage! R/G-Tron is a very fun and unique deck, and its not an understatement to say that this deck CAN and WILL win you games. Have Fun!

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Date added 8 years
Last updated 6 years
Legality

This deck is Modern legal.

Rarity (main - side)

13 - 0 Mythic Rares

12 - 9 Rares

13 - 2 Uncommons

21 - 4 Commons

Cards 60
Avg. CMC 2.90
Tokens Wurm 3/3 C w/ Deathtouch, Wurm 3/3 C w/ Lifelink
Folders playtesting
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