![]() ![]() 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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