Be sure to pay attention to your Condescend and Repeal spells once you have a chalice out so that you don’t set X in such a way as to have your own chalice counter them. Luckily anything we’ve disabled with our chalice can be pitched to Thirst for Knowledge. A chalice set to one only disables our Expedition Map, while chalice on two will disable Remand and Cyclonic Rift (and Spatial Contortion out of the board) so keep that in mind. Combined with our other cantrips and scry effects, this gives the deck the power to see a lot of cards in each match and find what it needs in time.Ĭhalice of the Void is another way the deck can steal wins. The looting effect allows you to discard cards that may not be effective in the matchup anyways such as Dismember or Remand, or artifacts that can later be returned with Academy Ruins if necessary. In the early game we may be digging for lands and interaction, whereas later on we may just be digging for a win condition. Instead of outright tutoring the land that we need, we draw three and hope to find something relevant (often a missing tron piece). Thirst for Knowledge is effectively the Blue Tron version of Sylvan Scrying. Either land can effectively turn an Expedition Map into a win condition in the late game. Tolaria West can be transmuted to find a Walking Ballista which can be massive with tronlands. Academy Ruins gives the deck fantastic card selection and inevitability, allowing recursion of Oblivion Stone, Walking Ballista, or the hard lock with Mindslaver. Ī few other specific card interactions are worth noting if you are unfamiliar with the deck:Įxpedition Map generally grabs missing Urza’s lands first, then can be used for either Academy Ruins or Tolaria West in the late game. In situations where tron does not get assembled (whether due to Blood Moon, Ghost Quarter, or bad luck) the deck still plays a pretty good fair game by just making land drops, interacting, and then resolving hard to stop threats like Wurmcoil Engine or Ugin, the Spirit Dragon. Most of the time the deck needs a blue source to interact early on, so Tron isn't coming online before turn four anyways. One of the important things to recognize with Blue Tron, as opposed to green based tron, is that there is no rush to assemble the three Urza’s lands. Should the deck hit thirteen mana it even gets a combo-kill by milling out the opponent with the hard lock of Mindslaver and Academy Ruins. While getting the three Urza's lands on the battlefield generally doesn’t happen before turn four (and often happens much later), once assembled the deck can either deploy huge threats ahead of curve or deploy huge threats with counterspell backup. It gets to do something fundamentally unfair by suddenly propelling itself ahead by 4+ mana at no real cost. That big mana end game is what sets Blue Tron apart from a deck like Esper control. There is some nice synergy between the controlling early game and big-mana end game as most of the early game interaction draws cards or scries, helping find missing tron pieces or win conditions as needed. Expedition Map is a common early game play. It isn't instant speed, but at one mana it can come down on turn one or three without affecting access to Remand and Condescend, and then activate at the end of a turn where interaction is not needed. The early game is generally draw a card, make a land drop, pass the turn, then counter, bounce, or draw cards depending on what your opponent does. Blue Tron has a lot of the draw-go tactics that define Esper.
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