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Blue Tron is a more controlling varient of the tron deck. Comparing to traditional builds of this deck I am playing more counterspells and removal, this is combined with playing multiples of the threats I want to find rather than silver bullets. Thirst For Knowledge is the real draw to the deck. Mindslaver + Academy Ruins is an infinite combo with 11 mana + 1 blue mana.

Early Game: Turn one i try to lead on tron land map, always lead with the one you have less of even if you have multiples of another. Your opp thinks that is the one you have multiples and will blow up your second one. If you don't have the turn 3 tron, still try to lead with tron land but then island to bamboozle your opp.

Mid Game: Like earlier if you can't assemble tron quickly, focus on playing like a true control deck. Answer the threats you can't deal with if they stick, focus on hitting your land drops. landing a wurmcoil with out tron is something you can do if your opp is running low on resources.

Late Game: tron should be online at this point. Academy Ruins + any threat is normally enough to end the game. Playing a walking ballista as an expensive burnspell is a fine wincon, recurring wurmcoil is usually game ending. Recurring Mindslaver is an infinite combo where you take all of your and your opp's turns. Make sure to tap them out when passing back to your turn. This allows you to do what ever you want basically. In paper you can call a judge and say you demonstrated an infinite combo, you will win by milling them out, as you will draw the same exact card everyturn. (Your deck will always be the same number of cards).

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Casual

100% Competitive

Date added 1 year
Last updated 1 month
Legality

This deck is Modern legal.

Cards 60
Avg. CMC 2.50
Tokens 1/1 Construct, 3/3 Wurm
Folders Uncategorized
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