Magic: the Gathering
Deck Tech Flicker Tron Pauper
We will follow a sequence: deck story article, deck tech and side tech with side guide, with a total of three articles per deck. This time it's Flicker Tron's deck tech
Fog Tronand etc. Unlike the Temur Tron, the big creatures Tron, as well as the Tron formed by colorless spells and artifacts and the new Cascade Tron, which base their strategy on casting high and powerful CMC cards.
Tronhimself, also against
Boros Bully, who has some flashback cards, besides, of course, decks better known for this type of interaction, which are outside of the online metagame, but can be faced at any time, whether in online leagues, independent circuit tournaments, and even in the LGS. They are the
Mulldrifter, making it a great win condition. You can return to the hand with
Pulse of Murasatoo and repeat the process.
Weather the Stormis also important in turn three or four, if the opponent is a Burn. The life gained is a welcome bonus.
Pyroblast, besides of course
Gorilla Shamanin game two.
Ghostly Flickerand change the secondary color if needed. The only disadvantage is that it also enters tapped. Finally, a copy of Island, adaptable of course. Important against some decks in game two, to cast responses right away with
Dispel, without the need of waiting 1 turn to untap a land that enters tapped.
Flicker, because of it's card advantage ETB.
Ephemerateis already well known, casting it by Evoke and, after the draws, target the flying fish with the aforementioned Ephemerate. Four cards for four manas, reaching six in two turns. But it's not just drawing cards, it's an excellent blocker for fairies, as well as evasively hitting on decks without flying creatures. The
Cave of Temptationcan give it an extra power at the late game against these decks.
Ghostly Flickerto hand, even though his second target may have been a Dinrova or Stonehorn, some land (like Bojuka to exile the opponent's graveyard or a Thriving Isle, to change its second color), and even the Prism, to draw another card, and leave the filter untapped. In addition to its ETB effect, it is a wall with excellent toughness, and is beyond the damage of Cannonade and Lightning Bolt.
Mnemonic Wallin the battlefield, blinking the wall itself, in order to reuse other spells, repeating the process whenever necessary.
Bojuka Bog. The disadvantage is that you need to sacrifice land as part of the cost of the spell, and of course, sacrifice one that is tapped. This disadvantage is perhaps not so significant, since with
Pulse of Murasayou can return the sacrificed land from the graveyard.
Burn, and against aggros decks it is also efficient. Since most decks use either combat or direct damage as the main Win Condition, gaining a lot of life at any time of the game can frustrate opponents' plans.
Mulldrifterand also with
Crop Rotation. Life gain is vital in some points of the game, and can define victory or defeat in several matches.
Weather the Stormafter untapping the lands.
Stompy, and will also cause serious problems for Fairy-based UX. It's a great mass removal, and Pauper was in need of something in that segment.
Teachingsis a great move, as it has a flashback, and the deck also has ways of reusing the resources previously used. With greater reach of the main instant spells, this, despite not being one of the pillars of the deck, is undoubtedly one of the best cards in this list.
Elves. The Dispel is a faster, instant spell, commonly called "counter of counters".
Rhystic Studyis a card with absurd effect, it is a staple in Commander format and certainly in the PDH. But although common, and obviously valid at Pauper, it is little used. But what would be the reason? It increases the cost of all spells that the opponent will cast in a generic mana, and this greatly limits what the opponent will actually do with his spells. If the opponent does not want to pay extra mana for spells, simple the controller of the aforementioned enchantment can draw a card, and this is a card advantage, and on control decks like Tron, it is essential to develop your game, even more in this deck that generates a lot of mana. So here's the tip for at least testing this card. As stated, the deck focuses on initial survival, so there is no need to despair to get the three pieces of Tron as fast as you think necessary. The second step is to create an advantage and dominate the field, then finish the game safely.
This article belongs to the series Deck Tech, Sideboard Guide and History of Flicker :