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Colorless Eldrazi Tron

Modern Eldrazi Tron

CommanderNeyo


Sideboard

Combo Hate (3)

Basic for Land Hate (1)

Graveyard Hate (3)

Control Hate (4)

Aggro Hate (4)


Maybeboard


Welcome to my take on Colorless Eldrazi Tron for Modern!

Tron has been around for many years, but until recently going fully colorless has not been a real possibility. Since the release of Modern Horizons 3, however, we have been given new tools to maintain the consistency that green provided, making going truly colorless a viable option.

For a brief history of Tron, read here - written by none other than hall-of-famer Louis Scott-Vargas.

If you are familiar with Tron, the aim is to get to 7 mana as fast as possible!

We are looking to do this by playing the three Tron lands, Urza's Mine, Urza's Power Plant, and Urza's Tower. In case we can't get them, we have a backup by playing Eldrazi Temple and Ugin's Labyrinth, coupled with Mind Stone.

This deck is more mid-rangy, capable of putting out threats like Thought-Knot Seer and Reality Smasher without Tron or dropping bombs like Sire of Seven Deaths or Ugin, Eye of the Storms to close out the game.

Glaring Fleshraker provides blockers in the form of Eldrazi tokens, which also can help us ramp out threats. It's ETB trigger is also nothing to scoff at, as we can kill opponents just by casting colorless spells. With a Mystic Forge out, this is fairly easy to do.

Thought-Knot Seer is here to strip our opponents' hands and clear the way for our bigger threats. With a 4/4 body, it can apply pressure or hold its own as a blocker.

Reality Smasher is a large body with built-in protection that can come down as early as turn 2. Trample and haste make it an immediate and evasive threat.

Devourer of Destiny does it all for this deck - it is removal on a large stick, powers up Ugin's Labyrinth, and helps us find our Tron pieces (either the lands themselves or Expedition Map). A core piece that helps the deck perform consistently.

Sire of Seven Deaths is the big threat we are aiming for. It helps stabilize the game against more aggressive decks, deletes our opponents' life totals in just a few swings, and hurts for them to remove. Dropping this bad boy on turn 3 ensures your opponents are in for a world of pain.

Expedition Map is one of the most important cards in the deck, as it helps us find a missing Tron land. Coupled with Devourer of Destiny, it provides the consistency we need to get to 7 mana by turn 3.

Mind Stone smooths out our mana, helping us power out our threats early even without getting Tron. In the late game, it cantrips itself to help us dig for what we need.

Chalice of the Void is here because almost every other deck runs a lot of 1 and 2 mana spells, but we don't. With Ugin's Labyrinth, we can easily drop this turns 1 and 2 to counteract a significant chunk of our opponent's cards.

Mystic Forge provides us reach in the late game, allowing us to crank out threat after threat. If unanswered, it will easily net us an overwhelming advantage.

Ugin, Eye of the Storms gives us more removal, card advantage, and a wincon by grabbing our boys and dumping them all at once. Doesn't hurt anything that it also powers up Ugin's Labyrinth!

Kozilek's Command is a versatile card - it removes our opponent's threats, provides graveyard hate, digs for what we need, and ramps us or provides blockers in a pinch. A highly flexible card.

Urza's Mine, Urza's Power Plant, and Urza's Tower are here to get us that sweet, sweet 7 mana on turn 3.

Eldrazi Temple and Ugin's Labyrinth are here to help us power out our cheaper threats and act as a backup Tron. An Ugin's Labyrinth lets us get an early Mind Stone or Chalice of the Void, which are important for the tempo of the deck.

All in all, every one of our lands need to be able to produce more than just 1 mana, since we are handicapping ourselves by playing only colorless spells.

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Casual

96% Competitive