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// Test Version as a Hard Control Deck //

This Version of My rG Tron Deck omits any actual Winconditions aside from Emrakul and Newlamog. With the freed up Deckslots I tuned the Deck to play a hard Control Role against any deck.

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 even through Hand Disruption/Counterspells.

Right now Pyroclasm is there mainly to help against Burn, Infect and Delver Decks, since without pre-tron interaction those Matchups are extremely painful.

Once Kozilek's Return is available in OOG, I will verly likely replace all Pyroclasms with it.
Instant speed Pyroclasm, that can be found with Stirrings is just extremely useful.

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 can't 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.

Since we play a lot of Land Tutors, we have the freedom of including a small Toolbox.
GQ helps with manlands and other Tron decks.

Eye of Ugin is our form of Inevitability, since we can tutor up our best threats repeatedly.
Usually we want to stabilize, then focus on finding Eye and Ending with Newlamog/Emrakul.

19 Mana-producing Lands seem to be the optimal amount for the deck.

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 decks.
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 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 multiples are mostly dead.

Newlamog gets us out of a lot of Sticky Situations. Any Boardstate we could normally not really win, he turns around instantly.
To really appreciate him you just need to play with him a few times.
Uncounterable way to Kill Colonnades in the Control Matchups.
Uncounterable way to blow up Lands or Setup pieces in the Combo Matchups.
Easy way to win through Infinite Life.
Easy way to blow up weird "don't lose" cards (ensnaring Bridge and the like).
Easy way to remove Creatures and Planeswalkers at the same time as presenting a threat.
So overall he's the definition of a great one-of.

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 95% 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.

Since Living End, various Delve Decks and Grishoalbrand have come into my local Metagame, I went back up to 4 Relic of Progenitus between MD and SB.

2 Boil are useful against all Blue Decks since they either have to respect it, or get hosed by it.
Their main purpose is to make sure we can resolve our next spell, either by forcing a counter or wrecking their Manabase.
Also Boil being Instant means we now have a meaningful response to Plays on our Endstep.

1 Crucible helps shore up our Matchup against Decks with heavy LD. Living End and Jund are the main Culprits here, running up to 4 Fulminator Mages each.

1 Crumble to Dust can replace a Boil as our semi-tutorable way of fighting the mirror. Personally I found just one Copy is enough to see it in about 15%-20% of mirror Matches before either player gets Tron, which most definitely means we win a game for free.

2 Feed the Clan provide instant speed Lifegain before Tron, which makes them leagues better than Thragtusk.
I tried 2 Thragtusk, but most Burn Decks have so many Skullcrack effects, they just never really worked.

3 Nature's Claim help against Affinity and Twin.
Against Burn we can blow up our own Artifacts to gain some Life (Chromatic Star and leftover Expedition Maps are prime targets).

1 Orbs of Warding didn't turn out so great after testing so it got cut.

1 Relic of Progenitus is good enough against GY based Decks to be run as a one-of.

3 Rending Volley shore up the Twin Matchup and replace dead cards against Colonnade based Decks.

1 Spellskite is pushed to the SB, since I feel 2 MD
are optimal.

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 final Gameplan is to lock down the Game then win with Emrakul.

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This deck does not appear to be legal in Modern.

Problèmes: Eye of Ugin is banned.

Tour: Your life: Opponent's life: Poison counters:
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» Révision 7 Décembre 30, 2015 ChockLatte
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