A Guide to Play with Modern Eldrazi Tron

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Competitive

A Guide to Play with Modern Eldrazi Tron

Mateus Fernandes qualified for the Strixhaven Championship on the Modern Super Qualifier, on which he played the deck he believes to be one of the best for Modern: Eldrazi Tron

By Mateus, 04/21/21, translated by Humberto

Greetings! My name is Matheus, I am a grinder and streamer on Magic Online. Recently, I won the Modern Super Qualifier, on which I've earned an entry to the Strixhaven Championship and today I'll introduce you to my Sideboard guide against the main matchups of the format with the deck of which I've played over 7000 matchups since 2017, the Eldrazi Tron.
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During those years playing with the deck, I realized that Eldrazi Tron never received the due respect, as I listened many players having negative opinions about it, considering a "clumsy" or "bad" deck, calling it a "Bad Tron", but, these players misinterpret Eldrazi Tron's performance in Modern from its creation to the present moment. The deck appears to be so simple, but why the fuss?

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The Tron lands are certainly the most powerful part of the deck, and always will be. When you assemble Tron on turn 3, it is usually difficult for any opponent to keep up with your pace, but it is from this situation that Eldrazi Tron is misinterpreted. I usually say that Tron's three lands are a "bonus", and many players are afraid of games in which Tron is not active. However, in reality, these games will be the majority and you need to accept them or change the deck. In general, you shouldn't mull aggressively like the Green Tron does to search for its pieces, because the Eldrazi Tron can work perfectly without them. Anyone who knows me knows how I defend

Warping Wail

in maindeck, because the versatility that the card brings for countering important spells and exiling problematic creatures, it does just what you need at the beginning of the game. Together with

Chalice of the Void

that disables fast decks and

Matter Reshaper

that often transitions to the midgame, being an important blocker while generating some value for us.
Tips and Tricks
Although Eldrazi Tron is no longer a new deck, I know that many people are starting to play with it recently, either because they like Tron variations, or even because of their influence watching my lives. So, here are some general basic game tips for you to get familiar with it:
• If in your starting hand you have two Tron pieces and one

Eldrazi Temple

, for example, generally play the Temple first to have a possible

Thought-Knot Seer

turn 2, unless you have one “Bomb” in your hand, like

Karn, the Great Creator

. • In some situations when you have

Expedition Map

on turn 1 and only one piece of Tron, but you still have enough other lands to play most of the spells in your hand, do not sacrifice it in the first turns, as sometimes the second Tron piece can come in the following turns and the map will complete the last one that was missing. • There will be many situations at the beginning of the game that you will have the option to use

Thought-Knot Seer

or

Reality Smasher

. Almost always

Thought-Knot Seer

must be cast first, as the "Thoughtseize effect" on your opponent is best used at the beginning of the game, being able to remove the removal that would later target the Smasher. • Try to leave

Walking Ballista

for the late game, but don't be afraid to do it in turn 2 to kill a dork, because sometimes this mana delay generated in the opponent that gives us time to find something most powerful in the game.
• Don't forget that

Karn, the Great Creator

with

Liquimetal Coating

can transform your non-creatures artifacts into creatures. That is, we can transform

Ugin, the Ineffable

into a creature with a 6/6 body, which is quite relevant in certain cases. • And finally, two important tips against Burn. It may be more impactful to put the

Chalice of the Void

post side to X = 2 instead of X = 1, because Burn players try to keep hands that avoids a Chalice to X = 1 or are often with a

Smash to Smithereens

in hand. But don't forget that if you use Chalice for 2, you won't be able to make another one for 1 later, as it will be countered. Another tip, if you have enough land in your starting hand to use your spells, it is advisable not to put

Expedition Map

on the field in turn 1, as it may happen that you do not have the opportunity to search for a land and it becomes a possible target for

Smash to Smithereens

.
Sideboard Guide
One of Eldrazi Tron's biggest weaknesses is the lack of options available for the Sideboard, due to being a completely colorless deck. However, with the appearance of

Karn, the Great Creator

, this weakness was mitigated, since we now have access to our Sideboard in several situations during the matches, including in game 1.
GW Heliod
This is a very balanced match, but I consider it slightly favorable for Eldrazi Tron. The infinite life combo does not affect us, as we have

Ulamog, the Ceaseless Hunger

to win by exiling their library. Often the opponent starts with

Arbor Elf

, and if you can remove it, do it, as it is common for our opponent keeps risky dorks hands, in addition to the risk of having him cast a

Collected Company

on turn 2.

Skyclave Apparition

is usually a headache for us, so

Chalice of the Void

is not a good card to keep. It’s good to leave

Pithing Needle

on the sideboard to pick up with

Karn, the Great Creator

. Avoid relying on Tron in this match, as the chance is high that your opponent will side in

Damping Sphere

, since the deck uses several copies on the Sideboard. IN
OUT
Eldrazi Tron
The mirror game between Eldrazi Tron is very oscillating. There are several dead cards and the amount you get with them in game 1 can be decisive. Usually whoever closes Tron first has an immense advantage, and

Karn, the Great Creator

is the one who wins most games, so protect him in the best way as possible.

Chalice of The Void

is a very bad card on the mirror, but if you have a Karn on the field and your opponent does not, pulling Chalice from the sideboard and doing it to X = 4 can close the game, as the opponent is likely will not be able to remove it and his Karn will be countered. Be careful to name cards with

Sorcerous Spyglass

and

Pithing Needle

, they can have an effect against you as well. IN
OUT
Jund Death’s Shadow
Eldrazi Tron was born when Grixis Shadow was Top Tier of the format, but in recent years, the variations of Shadow have been increasing and getting stronger. Jund and 4Color are not favorable matches, and with the addition of

Lurrus of the Dream-Den

it got even more complicated.

Chalice of the Void

for X = 1 takes a good part of the spells and gives us some time, but it may not be enough, as they have

Tarmogoyf

and

Scourge of the Skyclaves

. As it is a popular deck, it was necessary to dedicate a slot in the Sideboard against these variations. The

Tumble Magnet

helps to temporalily deal with problematic creatures from the opponent without stop attacking with ours, as the

Ensnaring Bridge

does, which is quite interesting, since in many situations you lose to a single giant creature . The

Karn, the Great Creator

a problem for our opponent, as it can give us what we need at the decisive moment of the game. This side in / out can vary according to the opponent's list, but in general this is how I do it. IN
OUT
Burn
This match, despite being favorable, is still very dangerous, I have lost many matches in turn 3. The ideal is to keep hands with Temples and Eldrazis, if you do not have Tron.

Thought-Knot Seer

is excellent in the game. If you cast

Matter Reshaper

on 2 or a removal and

Thought-Knot Seer

on 3, you'll be at great advantage. And as stated above, consider casting

Chalice of the Void

for X = 2 instead of X = 1.

Radiant Fountain

also helps us for zero mana, in which many games can be won at the limit, which makes these 2 life very relevant. IN
OUT
UR Blitz
Like Burn, in this match

Chalice of the Void

can shine and win some games for free, but there are quite problematic cards on the other side as well, such as

Sprite Dragon

and

Stormwing Entity

. These are the creatures that define the game, so it may seem strange to keep

Dismember

in a game that the opponent's deck works as a "Burn", however these creatures need to leave immediately or we will probably lose the game. If you have the opportunity to kill a

Sprite Dragon

with

Walking Ballista

for X = 1, do it, this is usually the right choice. Against these more aggressive decks it is worth playing with 23 lands, which is why I am siding out a

Tectonic Edge

. IN
OUT
UW / Esper Control
There are some variations of UW / Esper, but today the predominant version is the one with spells and without

Stoneforge Mystic

. Based on that, we don't need as many removals, so I usually leave just one

Dismember

because of

Celestial Colonnade

and

Shark Typhoon

. In addition, we play a fairer game, because it is difficult to count on Tron, since the opponent has

Field of Ruin

. The

Karn, the Great Creator

is once again a decisive piece for our victory, try to force spells before using it so that the opponent spends his counters and removals. Also try not to be totally vulnerable to a

Jace, the Mind Sculptor

, because if it stays on the field for more than 2 turns, you will hardly be able to deal with it. So it is important every now and then to hold a

Reality Smasher

in hand if he taps for Jace on turn 4. IN
OUT
Green Tron
This is a fight with an older brother, and that means that we usually get the worst of it. You need to come with a hand of Tron or with extremely aggressive hands with Temples.

Chalice of the Void

is a good card that can guarantee some games or at least save time. If you are on the play,

Warping Wail

can counter

Sylvan Scrying

or

Ancient Stirrings

on the curve and disrupt the opponent's Tron early.

Karn, the Great Creator

is decisive in ensuring victories. In general we have few tools on the Sideboard for this match. IN
OUT
Titan Amulet
This is one of the most difficult matchups, and there are usually two versions of this deck, one with

Karn, the Great Creator

which is much worse for us. Our hands need to be aggressive by closing the Tron quickly or with multiple Temples.

Chalice of the Void

is a good card in the game, as we can do it for X = 0 and counter the

Summoner’s Pact

. Many people ask me if Chalice is not better for X = 1 to remove

Amulet of Vigor

, but here we need to reduce the means for victory our opponent has, so removing threats is the key to winning. Avoid leaving

Azusa, Lost but Seeking

and

Dryad of the Ilysian Grove

in the field,and don't be afraid to spend removals on them. The

Pithing Needle

has some functions on this matchup: either to stop

Sakura-Tribe Scout

at the beginning of the game or to name

Tolaria West

and

Slayer's Stronghold

to avoid a [[Primeval Titan] ] with haste. IN
OUT
Conclusion
Eldrazi Tron was born from the desire to attack a specific Metagame, in which Grixis Death's Shadow was the deck to beat. Although it achieved this mission with considerable success during that time, Modern has become more and more powerful in recent years and the deck has been losing power. With the creation of important cards like the ones from

War of the Spark

and with the latest bans in Modern, Eldrazi Tron returns to take center stage, without having to attack a specific Metagame to be successful, becoming a consistent choice in the current format. I hope I helped with some questions about the deck. Thanks for reading and may the Eldrazi Temples be with you!

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Modern Mol Competitive Analysis Tron
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Mateus

Nutritionist, Grinder at MTGO, Magic player since 2003. I broadcast on Twitch playing Modern and Pioneer.

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