Pauper Deck Tech: RG Tron
[you can see every deck tech here]
Hello & welcome to this weekly deck tech! This week we’re going to talk about pauper with a very fun & powerful deck: Tron. I’ve made a modern deck tech about this archetype some time ago, so you might see some familiar cards as the deck shares a few key components. I just want to say that when I used to play pauper, this was my deck; I loved it and it packs quite a punch, especially in a format that’s filled with small creatures. If you can survive until turn 3 or 4, which you usually can, the deck goes off really nicely and can generate some massive threats that can turn the game around. Most of your creatures can easily negate any attacks from your opponent and the number of answers to your threats are very limited. Let’s dive into it.
It wouldn’t be called Tron if you weren’t playing those sweet Urza lands. When you assemble the 3 pieces on the battlefield you’ll be able to generate 7 mana with only 3 lands, making these incredibly valuable. Your early turns will be about finding those lands to make sure you can play your big threats very early. I’d recommend playing also 4 muticoloured lands, either Rugged Highlands or something like Unknown Shores, as well as 2 basic lands, like a Forest & a Mountain. You don’t need to play more than 18 lands usually with this deck, even though your creature’s cmc is high.
Finding your Lands
Here we have a key piece of the modern deck and the only card that actually costs money in the deck. This card is so good though! For only 1cmc you get to dig 5 cards deep in your library to find a land, artifact or creature, which is 99% of the deck really. I’ve never whiffed while casting this card, which says a lot. Personally, I also played a playset of Seek the Wilds, to really make sure that you find your lands; I haven’t seen other Tron decks play that card though, but I feel like it’s really good in here.
Told you to Find those Lands
Another great way to get what you need is to literally search for them. This card can make sure you have Tron assembled by turn 3, which can often mean you’ll win the game. Also, we’ll see a bit later that this card really has a nice synergy with something else, but let’s keep it a surprise for now.
The deck really wants to go through it’s library smoothly to find needed lands and not run out of threats. That’s why you NEED to play Chromatic Star & Chromatic Sphere. Those cards will help you find what you need, all while fixing your mana & drawing you cards. I said that I personally played Seek the Wilds earlier, the alternative is playing some Terrarion to go with the Chromatic package, all of which are valid choices. Oh, and all those neat little artifacts that you’ll sacrifice will come in handy for the next card.
This beauty of a beast will win the game by itself. You have so many artifacts you sacrifice, over & over again to scour through your library, which will all give you 5 life a piece! If you have a couple of these on the battlefield you will get so much life that there’s no way your opponent can win. This is why people tend to play Terrarion instead of Seek the Wilds to be honest, it’s a really strong card.
Okay, hear me out for a second, this card is perfect for this deck. It costs 7 mana, which is the magic number for Tron decks; it draws you a card, essentially replacing itself; and with a ¾ flying body it blocks most of the formats creatures as well as being a decent attacker. Pretty much every Tron deck plays Mulldrifter instead of this card since you get to draw 2 cards and it costs less, but I’ve played both of these and I think Wretched Gryff is better; it has more impact in the late game and the difference of cmc is irrelevant since you’ll be casting them while your Tron lands are active anyways. Plus you don’t need to generate blue mana for Gryff. In any case, you have the choice of those 2 options.
One of the really great go-to threats for this deck; the card is almost impossible to deal with in this format so low on good spot removal. Most of the answers in pauper are burn & counterspells, so if this card hits the battlefield it’s often a game ending play, especially since it has trample.
Same as the previous one, this Eldrazi monster is almost impossible to deal with and will completely destroy your opponent’s board state with it’s annihilator ability. Sadly it doesn’t have trample, but who cares, you get to attack with an 8/8 each turn while your opponent has to sacrifice permanents.
Answers, the Red Way
While the deck could technically pick in some answers from any colours since it has great mana fixing, you might as well play one of the best removal spell of the format. A lot of decks would play Lightning Bolt, but this deck doesn’t really care about being able to burn the opponent, all you need is 2 attacks going though to win anyways, so might as well deal an extra damage to creatures instead. This deals with more relevant creatures as 4 is generally the highest toughness most decks will have (except in the mirror, or against Gurmag Angler). It’s just a good & efficient removal spell.
Winning Without Fatties
Let’s just say for a second that your opponent found a way to deal with all your threats and now you have to rely on something besides your creatures. That’s why you play like 1 or 2 Rolling Thunder, because dealing 20+ damage with this is actually realistic in the long run. Surprise your opponent with a massive burn spell to the face or just wipe the entire board of your opponent, you get to decide what’s best.
The deck’s main problems are playing against VERY aggro decks and control decks, so you need some plans for that. Pyroclasm deals with every aggressive deck that might give you some trouble, all while granting you a few extra turns early on to set-up your mana-base & board state. I still can’t believe this card is a common. I also HIGHLY recommend playing some Pyroblast in the sideboard as it’s essentially a Red counterspell for all intent purposes, which really helps against control match ups. The rest is up to you and your meta really, but those are my recommendation. Artifact & enchantment removal is also good and fits the colours.
That’s it for this week! I hope you guys enjoyed this deck tech as much as I did. I really love this deck and I enjoyed playing it so so much, I really recommend looking into it if you want to play pauper. The mana base might be a bit expensive compared to other decks but you can easily get the whole thing for under 100$ which is good. In any case, if I missed anything let me know. I’ll see you guys next week for an EDH deck tech!