For the longest time, I hated any type of Tron deck. It's a straightforward plan – get all three Tron lands into play, make a bunch of mana and cast big spells – but sometimes the archetype just can't compete with what the opponent is doing, and there isn't a ton of interaction in the games. The red splash for Pyroclasm isn't right for the current metagame, so the deck really hadn't been doing well until the green-white version came along.

Now this is a version I can get behind, and it is an important piece of the metagame. From the Green-White Tron side, the tougher matchups are now much more winnable as compared to earlier versions of Tron decks. Here's the list Tom Ross played at the Player's Championship.

There are only so many slots a deck like Tron has to play around with. It may seem weird to splash white for so few cards, but the deck doesn't play many colored spells in general. This helps accentuate the Path to Exile as the only spot removal spell and white card in the main deck, though the sideboard white cards are equally as important as the maindeck copies of Path to Exile. The white cards are the way you beat the fast decks with cheap creatures in them, which is a good portion of the metagame. In terms of the colorless cards and artifacts most of them have felt completely necessary. I could see Relic of Progenitus leaving the deck if Dredge starts losing popularity.

It should be apparent what the good and bad matchups for Tron are - Most slow decks in Modern should be disadvantaged against Tron unless they are packing a lot of hate and land disruption. Though we didn't play a deck in this series of matches that I felt we were disadvantaged against, the draws against the White-Red Prison deck for games two and three were very bad against the Chalice of the Void our opponent had every time.

The White-Red Prison deck definitely has that disruption, but even so a single Oblivion Stone has the potential to sweep away whatever troublesome permanents might be in play. As a midrange deck, In order to beat Tron you also need to present a clock. Jund has a shot against Green-White Tron, as we did just lose to bad draws one game, but when we got Tron online it felt great since Oblivion Stone and Ugin, the Spirit Dragon can sweep away planeswalkers. One card we never saw our opponent play in any of the sideboard games was Fulminator Mage, which I think is a card that Jund players need to have right now.

Naturally being able to cast spells vastly superior to the opponent's definitely feels good. The Four-Color Tezzerator deck we played against looked pretty cool, but it's hard to picture a situation where that deck can beat even an average draw out of Green-White Tron. The Sword of the Meek plus Thopter Foundry combination seemed scary for a minute until I realized the thopters are blue, which means they get swept away by Ugin, the Spirit Dragon. Out of all the big plays in the deck, Ugin, the Spirit Dragon has been the most impressive. I expect playing three copies of this powerful planeswalker to become standard for all Tron decks.

Thanks for reading,

Seth Manfield