I'm not happy with myself. I'm what you might call a… "vocal opponent" of Tron. Put simply, I don't think it's a good mechanic – lands are the hardest thing to interact with already and ramp that doesn't come with any risks seems dangerous – and I hate the feeling of my opponent always having turn-three Tron into Karn Liberated.

But, on the other hand, I do love a good brew. Especially one playing Platinum Angel, Sundering Titan and Mindslaver. So here I am, at the altar of Tron, praying that the Tron fortunes smile on me today and my openers be filled with two Tron lands and Expedition Map.

But at least this version of Tron is a heck of a lot of fun to play. Mono-Blue Tron, here we come.

I've seen normal Tron. I've seen Eldrazi Tron. But I've never seen a Tron deck as fun as this. Sundering Titan to blow up all of an opponent's land feels just dirty, and chaining value creatures like Treasure Mage and Solemn Simulacrum into a bomb like Wurmcoil Engine means decks have to be prepared for both your value game as well as your ramp game, a critical distinction from most other Tron decks.

What really sets this deck apart from other Tron builds is the variable gameplan. We aren't reliant on putting together Tron – in fact in several of the matches I played I won without ever experiencing how the other side lives. Instead, we get to sit behind countermagic and removal while slowly and methodically putting together Tron. Even Blood Moon isn't so bad because we play so many basics, not to mention the sad robot to find an Island and the Talisman of Dominance to make mana even through the Moon.

We also aren't racing to Ulamog, the Ceaseless Hunger mana. Thanks to the composition of our deck we are prepared to take games long, which is something other Tron decks can't do very well once they are locked out under a Blood Moon. But since we can count on reliably making it to turn six or seven, deploying our threats out from under Blood Moon isn't even really that difficult.

While we won't reach the late game as fast as other Tron decks, we still have a powerful top end. Wurmcoil Engine handles creature decks, Mindslaver destroys control and midrange and even Cyclonic Rift can help clean up a messy board – and Platinum Angel makes it so none of that matters anyway. And remember, once we untap with a bomb in play we have countermagic to protect it.

Mono-Blue Tron isn't taking over Modern any time soon, but I do believe it is better than it has been in a long time. It's the most fun you can have tapping three lands for seven mana, and I hope you enjoyed the matches as much as I did.

Thanks for reading,

Corbin Hosler