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Tron decks transition smoothly from setup to payoff thanks to this extra consistency offered by enabler cards. Cards such as Chromatic Star and Ancient Stirrings keep the cards flowing, while Expedition Map and Sylvan Scrying can pluck out the remaining required Tron piece. The traditional weakness of any ramp deck is drawing all enablers and no payoff (or vice-versa), but Tron decks ameliorate this with the sheer number of search and cantrip effects they play.
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And make no mistake-this deck is very consistent. This, of course, frees up extra space for cards that improve the overall consistency of the deck. Tron lists generally don’t run very many business cards, as they simply don’t need to-generally speaking, a single threat will be able to win the game (and usually will when it comes down on turn 3 or 4). The speed with which this deck can play game-ending threats is its greatest strength, and the fundamental reason it sees so much play.Īdditionally, due to the fact that the threats they play are so potent, Tron lists are able to “cheat” on threat density. That’s not a problem, as there are plenty of them: Wurmcoil Engine, Ugin, the Spirit Dragon, or even a massive Walking Ballista will wrap things up quickly when deployed in the opening turns of the game. This deck helps Magic players say those three little words that no opponent ever wants to hear: “turn-3 Karn?” This deck is, for all intents and purposes, a ramp deck-merely one that is more or less restricted to colorless threats. Traditional B/G Tron Seth Manfield, 4th place at GP Oklahoma City 2017 Tron does run some colored spells: Green cards such as Ancient Stirrings are cast off of cycling “eggs”-for example, Chromatic Sphere-and some recent lists have begun to play black as a way to interact, with Fatal Push in the main and cards like Collective Brutality in the board. More or less every card within a Tron deck is either seeking to find and play these lands, or a massive threat to cast off them. This means that Tron decks can make 7 colorless mana as early as turn 3, and deploy overwhelmingly powerful threats, such as Karn Liberated, way before an opponent is prepared to deal with them. When Urza’s Tower, Urza’s Power Plant, and Urza’s Mine are all on the battlefield together (referred to as “assembling Tron”), they tap for extra mana. Traditional Tron-as opposed to Eldrazi Tron-seeks to put three extremely synergistic lands into play as quickly and as consistently as possible. This week, I’m looking at Traditional Tron.
#PLAY MAGIC THE GATHERING ONLINE FREE 2017 PRO#
To bring everyone up to speed for the Pro Tour, Level 1 Modern is a column that seeks to explain the game plan, strengths, and weaknesses of the format’s major archetypes. For those new to Modern, getting across the huge scope of viable decks is quite intimidating. During the first week of February, I’ll be in Bilbao with the rest of Team Coverage as we bring the live stream of Pro Tour Rivals of Ixalan to the world.