Tron Energy Play Notes
This article is part of a series on Tron.
Last updated: 2026-02-01
Play Notes
Tron's classical plan is to get urzatron (Urza's Mine, Urza's Power Plant & Urza's Tower) on turn 3, make {7} and cast a big threat.
With modern Eldrazi Tron, it typically goes like this:
Early Turns: Ramp & Survive
Don't mulligan too aggressively. As long as you have things to do on turns 1 and 2, you should be able to find the rest with Expedition Map, Kozilek's Command and Sowing Mycospawn.
Prioritize ramping towards having {7} mana around turn 3. Idealized turn-by-turn example:
- Urza's Mine + cast Expedition Map
- Urza's Power Plant + crack Expedition Map
- Urza's Tower, make {7}, cast Ugin
Talismans and eldrazi lands give you some flexibility here. This is a perfectly good plan:
- Ugin's Labyrinth exiling something. Cast Talisman of Impulse for {2}
- Eldrazi Temple, cast Sowing Mycospawn and find another Eldrazi Temple
- You have {7} already. Cast Devourer of Destiny
Mid-game: Stabilize
In modern, your opponent might be close to winning around turn 3, however your {7} drops can stabilize the game quickly. All your exile effects from Ugin and other late-game threats are cast-triggered, and cannot be easily prevented. (Other than Consign - see below.)
Ugin is the best option for stabilizing most games. It can make additional {3} which can be enough to cast more colorless spells and exile additional permanents.
Devourer of Destiny is often not enough to stabilize by itself, and the opponent can manage it.
Sire of Seven Deaths is a strong threat, but generally does not do much against aggro decks like energy.
Late-game: Inevitability
Your inevitability comes from Ulamog, which generally wins the game within 2-3 turns of being cast and clears the board. Turn 3 Ugin can provide the additional {3} mana to bring out Ulamog on turn 4.
Non-obvious Things to Keep in Mind
- Most of your stuff has cast triggers rather than ETBs, but Consign to Memory can target those triggers as well as counter the spells.
- With Ugin on board, every spell you have turns into permanent removal. Don't cast them when there's nothing to remove. You can use Expedition Map to e.g. kill a Blood Moon for {R}.
- Unlike the other cast-triggered exile abilities, Ulamog can exile anything, including lands.
- Not all lands are colorless, some are valid targets for your exile triggers.
- Blood Moon and similar effects actually only shut down 3 cards in your deck: Kozilek's Command, Thought-Knot Seer and Devourer of Destiny. Everything else is castable.
How to play Karn, the Great Creator
Karn is not an easy card to play. Activating -2 on the turn you play him puts him in range of Lightning Bolt and Galvanic Discharge. Grabbing a sideboard card that only works with Karn on board then just leaves you with a dead card in hand: this applies to Liquimetal Coating especially.
Good toolbox cards that work no matter what:
- Haywire Mite
- Damping Sphere in mirror and against storm and titan decks
- Walking Ballista
- Trinisphere
Activating the +1 ability before the -2 pulls Karn out of range of most removal and should be considered if you have time.
Targets for The Stone Brain
In most situations, you'll only activate the brain once, and so you must hit a card that really stops the opponent. This means hitting Ruby Medallion does not work, because storm has other discounters. Some targets that are usually good:
- Allosaurus Rider against Neobrand
- Goblin Charbelcher
- Consign to Memory if opponent plays four
- Obsidian Charmaw or Blood Moon can be reasonable
Other Non-obvious Lines with Karn
- Artifacts exiled with Devourer of Destiny as a pre-game action can be fetched with Karn's -2 ability.
- Relic of Progenitus can exile destroyed artifacts, again making them fair game for Karn.
- Fetch Liquimetal Coating with -2, turn opponent's lands into artifacts and destroy them with the +1 ability. (Turns them into 0/0 creatures, which die.)
Playing Around Consign to Memory
Consign is the only mainstream card that can stifle cast triggers on the big eldrazi. It can also hit almost every spell in the deck. This also means every spell in your deck is potentially Consign bait.
Try to cast threats in pairs, starting with the weaker one. If it resolves, don't cast the second spell, forcing your opponent to waste tempo. If they counter the weaker threat, go on and cast the stronger threat.
Stone Brain, if you have it, should be brought out against Consign - at worst, it'll eat one; at best all four.
Disruptor Flute and Trinisphere can also be useful.
Managing Land Hate
Your greatest weakness is nonbasic lands. The following cards can be back-breaking:
Of these, Blood Moon is the hardest to manage. Against decks that might play it, try to find a talisman early so you have access to colorless mana through the Blood Moon.
The creatures die to removal and Damping Sphere can be played around by leaning into the talismans.
Finally, common land destruction is:
These are all mostly tempo plays by the opponent, as it's not difficult for you to find more lands.
Dealing With Artifacts
Most artifacts being colorless, typically the only tools the deck has to remove them are:
- Haywire Mite fetched by Karn
- Boseiju in the flexible land slot
As the tools are limited, they should be reserved for absolute must-hit pieces. You might consider playing around something like Damping Sphere, so you can hit Isochron Scepter later.
What One-off Land to Play
Tron likes to play 20 lands that make {C}: 12 Urza lands and 8 eldrazi lands. Typically, this means a single flexible land slot, where you have three choices:
- Basic Wastes to play around Blood Moon
- Basic Forest to make it easier to cast Sowing Mycospawn
- Boseiju
Most modern tron lists play 4-8 talismans (Talisman of Impulse, Talisman of Resilience), which is often enough to play around Blood Moon and similar, and gives enough access to {G}. For this reason I'm a big fan of Boseiju, which reduces the vulnerability of the deck to artifacts. (And can, in fact, hit a Blood Moon if you really want to.)
Sideboard, Toolbox Cards and Karn, the Great Creator
The sideboarding plan for most matchups is to board in 3 Disruptor Flute and get rid of a dead card (often Dismember, Sowing Mycospawn or Boseiju).
Other than the flute, we have a toolbox of a sideboard, accessible from game 1 with Karn. There are some spicy choices, but the mainstays are:
- Trinisphere and Vexing Bauble to hate on cheap spells
- Haywire Mite for much needed artifact and enchantment hate
- Torpor Orb stops Primeval Titan loops, Solitude & Subtlety, etc. All your creatures have cast triggers, rather than ETBs so it's almost always correct. Just make sure you don't turn on Phlage.
- Walking Ballista mostly for turning mana into mass creature removal
- Tormod's Crypt not only for graveyard hate, but also as a colorless spell to trigger Ugin
- Oblivion Stone, The Filigree Sylex for one-sided board wipes
- Extinguisher Battleship to close out games and wipe enemy creature boards
- Grafdigger's Cage graveyard hate
- Liquimetal Coating can turn permanents into valid targets for Karn's +1 ability. It can also make anything removable with Haywire Mite.
- Ensnaring Bridge against big creature decks, like Neobrand and sometimes Yawgmoth
- Damping Sphere against storm
- Stone Brain is great against Consign to Memory and combo decks
Matchups
Mirror
Key factors that decide the mirror:
- Whoever gets Karn first, can often shut the opponent out of getting Karn by pulling Chalice of the Void from the sideboard.
- Whoever gets tron first has an advantage
Our list plays 6 talismans and multiple ways to deny lands. If the opponent relies heavily on tron lands, even a Damping Sphere can be advantageous.
Be careful with Ugin's Labyrinth, which will be a prime target for their Sowing Mycospawn around turn 3 or 4. Pull back your exiled card before it gets hit.
As with most matchups, you're not sideboarding a lot, but relying on Karn. We just get rid of some dead cards:
Out:
- Dismember
- Chalice of the Void if in main (not in my list)
- Maybe Relic of Progenitus
In:
- Probably 2 or 3 Disruptor Flute to name Ugin
Toolbox cards to grab with Karn:
- The Stone Brain: hit a tron land
- Walking Ballista: ping Karn or Glaring Fleshraker (if they play one)
- Damping Sphere + lean into your talismans, if the opponent leans heavily on lands
- Ensnaring Bridge
- Cityscape Leveler if you have it (not currently in my list)