Mono-U Tron by perorist on MtGO
Unlike the other variants of Urzatron that we’ve seen throughout the years in Modern after Cloudpost‘s banning, Mono-U Tron does not operate as a ramp deck. Instead, it uses the extra mana to play powerful control spells and several creatures that some decks cannot beat if they cannot remove it. Unlike other Tron decks, Mono-U Tron is frequently a slow burn for the opponent, as it has several ways of winning, some of them rather unique. This makes it a big draw for all three main player psychographics: Timmy loves the big creatures and big mana, Johnny loves the cool way it wins, and Spike loves the favorable position it has on some Modern metagames. The deck can be broken down into three main parts: big payoff cards, control elements, and lands and land-searchers.
The big payoff cards in this deck for having a lot of mana are the following: Emrakul, the Promised End (which is frequently around 10 mana in this deck), Platinum Angel (which is an instant win against several decks in Modern), Sundering Titan (which sets greedy manabases back into the stone age), Wurmcoil Engine (which is nigh unbeatable for decks like Burn), Ugin, the Spirit Dragon (which is a win condition and a board wipe rolled into one), and Mindslaver (which when paired with Academy Ruins and 12 other mana sources creates and infinite loop where your opponent loses the rest of their turns, winning you the game).
The common theme among these cards is that each of them wins you the game in a different way, and matching up your win condition with the deck you’re playing against is one of the big challenges for Mono-U Tron. Treasure Mage helps somewhat in this regard, as it can search most of the important win condition cards in the deck.
The control cards in this deck are very conscious of the fact that you’re looking to assemble Tron, which is probably best shown by Condescend, Repeal, and Spatial Contortion, which either can take advantage of extra mana, or require only colorless mana, which the Urza lands produce. The rest of the deck is very interested in delaying the game and drawing cards so that the big payoff cards get time to be cast. Remand is crucial for this deck, as it does frequently act like Time Walk when you need to get through the early turns without losing the game.
Oblivion Stone helps mop up the mess that was made after you’ve gotten your mana online, and Thirst for Knowledge is the most powerful draw spell for this deck in the format. The majority of the time it will draw 3 cards at instant speed with no drawback, which is hard to recover from for opponents.
The mana and land-search for this deck is where we really see the difference between this deck and its cousins. This deck plays more lands and only 4 copies of Expedition Map to find the required Tron pieces, which shows perfectly that the deck function at least reasonably without Tron online, which is an appealing factor for many players. Usually, the gripe with other Tron decks is their inconsistency, but Mono-U Tron struggles much less than that, and I recommend that you give it a shot if that sounds appealing to you.
Here are the changes I would make going forward:
This is day 76 of Spellsnare.com’s 2017 Deck of the Day column, where each day we’ll feature a different Standard, Modern, or Legacy deck that caught our eye. You can read day 75 here, where we featured a deck that’s looking to take advantage of powerful Standard cards in Modern.
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