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First order of Business with Gr Tron is always to assemble the Tron.
We can directly tutor any land with 8 Cards. 4 Ancient stirrings let us dig for both lands and threats.
We have the chromatic Artifacts as 8 Maindeck Cantrips to cycle through the deck and get some colored mana.
All those Cantrips and Tutors mean we can usually get Tron by Turn 3 or 4.
With disruption in the mix we may sometimes stumble a bit, but the Deck is very consistent in finding Tron relatively quickly.
Right now Pyroclasm is there mainly to help against Burn, Infect and Delver Decks, since without pre-tron interaction those Matchups are extremely painful.
Spellskites are our Saviours in a lot of the faster Matchups.
Twin, Infect, Bogles, Burn and a few fringe Decks can usually be stalled quite a bit by one Spellskite alone until we have a way to stabilize.
Oblivion Stone is also an option if we cant assemble Tron by turn 5 since it can be paid in rates.
It's important to plan ahead on when to deploy the O-Stone, so we can still work towards assembling Tron.
2 maindeck Ghost Quarter Help against Inkmoth Nexus as well as the Mirror and Amulet Bloom.

As long as we can assemble Tron we can deal with most threats by using Karn and our big wraths.
Wurmcoil Engine allows us to outrace almost all Fair, as well as Control Decks relying on Celestial Colonnade.
Its a threat the Opponent has to deal with, while we can go for our endgame.
Karn has always been the main selling Point of the Deck, gaining Card and Board Advantage every turn, while we can continue to search for the Win.
Ugin is a powerful new threat that works both as a boardwipe, as well as a wincon, even in Situations where Karn would be underwhelming.
There are 2 Copies of Ugin MD because we almost never have to resolve more than one and having multiples can hurt are just dead in those cases.
One big part of this Deck is the inevitability engine Eye of Ugin.
We can search it out, then use it to get Ulamog, Emrakul or just a flurry of Wurmcoils.
Ulamog fits in nicely at 9 Mana with the Eye, requiring just 3+1 Tron pieces,
gaining Value when being Countered and presenting a 2 Turn Clock, usually one Annihilator trigger being enough.
Emrakul simply serves the purpose of ensuring we have the best endgame in the format.
Since we actually cast it and get to Time Walk, Emrakul on the board means Victory 99% of the time.

Every Matchup has its own nuances, even though Gr Tron itself isn't that hard to pilot.
It's important to at least get a feel for what's important against the Disruption and Winconditions available to the opponent.
The more you get to know how to play against certain counterspells/creature removal/hand disruption,
the easier it gets to navigate Matchups with other decks using those same spells in a different Gameplan.
Overall Tron has a very linear Gameplan and even as a beginner there aren't many punishing mistakes to make.

In conclusion this deck aims to assemble the Tron while retaining a winnable board-state.
Post-Tron we use Karn, Ugin and/or our Boardwipes to Stabilize, while looking for a way to end the game.
Our win conditions aside from Planeswalkers are Wurmcoil Engines as well as Ulamog and Emrakul.

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This deck does not appear to be legal in Modern.

Problems: Eye of Ugin is banned.

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