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Long removed from the dark times of Oath of the Gatewatch stands a foe unlike many who have held the reins before it. This colorless deck uses neither Mox Opal nor Ancient Stirrings, yet still proves the viability of a world without color. For a look into the mind’s of the void, read on, and venture into the wastes cautiously.

In this article, we’ll be looking at the card choices of Eldrazi Tron, and discussing the roles of each card choice. We’ll also take a look at the Karn wishboard available, and which card choices are recommended, as well as what the flex slots are. Don’t be afraid to adjust based on your local metagame.

The Eldrazi

Matter Reshaper | Long gone are the days of two Matter Reshaper on Turn 2, but a single copy is still quite common. Acting as an efficient body and a pseudo ramp spell, Matter Reshaper is a key role player in the consistency of Eldrazi Tron. Four copies is a must, but don’t be afraid to board some out in matchups where creature combat doesn’t matter.

Thought-Knot Seer | The dreaded four drop Eldrazi, Thought-Knot seer utilizes the mana advantage of Tron and Eldrazi Temple to both disrupt opponents and pressure them at the same time. While punishing against removal spells off of the top, Thought-Knot Seer is the best proactive play in the deck, and likely has the highest win rate. Few decks are able to fight through a Chalice and a Thought-Knot Seer.

Reality Smasher | While lacking the disruption of TKS, Reality Smasher is a resilient threat that threatens to end the game in a matter of turns. The hasty nature of Reality Smasher is the best way to capitalize on the disruption of Chalice or TKS, and absolutely backbreaking on Turn 3.

Endbringer | A former four of in Eldrazi Tron lists, Endbringer’s fall from prominence is a product of Karn, the Great Creator. With better late game engines than the 5/5 Eldrazi, the primary function is as a unique way to fight through difficult permanents like Ensnaring Bridge. Endbringer can also keep a Wurmcoil Engine from attacking or blocking, giving the deck outs to even the best creatures in the format.

Ulamog, the Ceaseless Hunger | With no way to tutor for Ulamog like Mono Green Tron, one copy is a satisfactory top end. Longer games are going to see more land drops and more cards, and Ulamog holds its own in control matchups. One copy is sufficient, and I would only consider a second if the mirror is popular.

Removal

Walking Ballista | While not explicitly a removal spell, Walking Ballista serves double duty as a win condition paired with a machine gun style of removal. It is also an exceptional mana sink, turning Tron into a fast clock.

Dismember | Removal is important for managing fast decks, and Dismember is castable off of any land in the deck. Removing a Thing in the Ice or a Mantis Rider. A couple copies is perfect for the main deck, as it is dangerous in multiples and there are other options available.

All is Dust | The perfect sweeper against Azorius Control and Humans, All is Dust is similar to Ugin, the Spirit Dragon out of Mono Green Tron, but it can be ramped out with both Mind Stone and Eldrazi Temple.

Ugin, the Ineffable | Far from an archetype staple, Ugin is a recent addition from War of the Spark that functions as additional ramp while managing the board. Where Ugin gains extra utility is in quickly ending the game — with a host of threats, it’s not uncommon to be manifesting Reality Smasher or Thought-Knot Seer to pressure opponents even faster.

Blast Zone | While it occupies a land slot, Blast Zone is both a sweeper and a difficult to block piece of interaction. Unable to hit zero mana cards, Blast Zone’s primary purpose is in removing one drops out of the Prowess decks, or in sweeping the Humans board at either one or two. You can tutor it up with Expedition Map, giving the deck a substantial upgrade over prior land options.

Support Cards

Karn, the Great Creator | Making waves since his printing in War of the Spark, Karn serves as disruption against a variety of opponents, while enabling a “tutor” package. By finding Mycosynth Lattice out of the sideboard Karn enables a combo kill all on his own, but artifact options exist for tackling a variety of problems. Ensnaring Bridge can be grabbed to lock down aggro decks, while Crucible can pair with any of the utility lands to bury opponents in an endless supply of resources. You can even grab a Walking Ballista to end the game quickly, a sweeper via Ratchet Bomb, or a land destruction package with Liquimetal Coating.

Mind Stone | Ramping into Eldrazi and other end game threats is important without access to Ancient Stirrings and Sylvan Scrying, and Mind Stone adds this level of consistency without sacrificing late game power. It can cantrip when you’ve hit your land drops, giving you more looks at a way to end the game.

Chalice of the Void | Perhaps the primary reason to play Eldrazi Tron, Chalice of the Void singlehandedly shuts down a variety of archetypes, like Prowess, Burn, Archlight, and even the now weakened Hogvine. Additionally, Chalice can lock out decks that rely on higher mana costs, as assembling Tron lets the deck deploy accelerated Chalice of the Voids. Four copies is a must.

Expedition Map | The perfect enabler for Turn 3 Tron, Expedition Map also gives Eldrazi Tron access to a toolbox effect. In the late game, Expedition Map can find a sweeper with Blast Zone, a mana denial package with Ghost Quarter, or an extra threat with Haunted Fengraf — perfect for looping Walking Ballista.

Haunted Fengraf | A recent piece of tech in Eldrazi Tron lists, Haunted Fengraf is our equivalent of Buried Ruin, recurring a variety of threats and creating a value engine with Crucible of Worlds.

The Sideboard

Tormod’s Crypt | Graveyard hate is always important in Modern, and Tormod’s Crypt is a zero mana option to immediately drop on the Karn, Great Creator turn. Diversifying options is important for Karn sideboard plans, as Crypt is better than Cage in certain situations.

Walking Ballista | Putting a single copy of Ballista in the sideboard translates to similar to four copies, as Karn can then find a threat. This is the only reason to play Ballista in your sideboard, as otherwise a fourth copy would be in the main deck.

Grafdigger’s Cage | Similar to Tormod’s Crypt, Grafdigger’s Cage serves as graveyard hate that Karn can search for, but is higher impact. This is more relevant on Turn 5 or when Tron is assembled, which is often enough that a single copy is recommended.

Pithing Needle | Answering opposing planeswalkers can be difficult, and Pithing Needle gives Karn the ability to “destroy” opposing planeswalkers. Sorcerous Spyglass is another option, though the reactive nature of Karn sideboards makes the information of Spyglass less effective.

Liquimetal Coating | Exclusively a tempo spell with Karn, Liquimetal Coating can target an opponent’s lands or planeswalkers, buying time for you to untap and search for a Mycosynth Lattice to lock the opponent out.

Ratchet Bomb | Sweepers are at a premium in the colorless decks, and Ratchet Bomb is a way to remove tokens an wide board states from Humans. As a Karn option, one copy is sufficient, and should not be brought in unless the Karn’s are sideboard out.

Spatial Contortion | While not able to be tutored for by Karn, Spatial Contortion nevertheless makes the sideboard as a supplement to Dismember. Aggressive decks are one of the weaker matchups for Eldrazi Tron, and Spatial Contortion can buy time for larger threats to take over the game.

Spellskite | Primarily a silver bullet against Infect, Scale Up, and Burn, Spellskite is also a way to block Thing in the Ice as it is a horror. Consider tutoring for Spellskite when you are at danger of being killed, or against cards like Detention Sphere.

Warping Wail | Another supplement to Dismember, Warping Wail can slow down decks like Titanshift, while acting as removal against Thing in the Ice and Dreadhorde Arcanist.

Crucible of Worlds | A value engine that you can find with Karn, Crucible gives Eldrazi Tron access to an endless supply of Ghost Quarters, Blast Zones, and Haunted Fengraf. In matchups with little artifact hate, Crucible of Worlds is likely to end the game, and it can even slow down opposing Tron decks.

Ensnaring Bridge | Another “board wipe” against aggressive decks, Ensnaring Bridge can be tutored for with Karn and shuts down many decks in Game 1. Humans has at most one answer to it in the main deck, while many decks will have no way to remove it. One copy is sufficient, as it is rarely boarded in.

Ravenous Trap | Like Warping Wail, Ravenous Trap is a nonartifact sideboard threat that slows down poor matchups. It can blow out Dredge or Arclight, but still has applications against any future Vengevine lists that pop up. This spot can be replaced by Relic of Progenitus if the ban makes Hogaak a rare sight.

Mycosynth Lattice | The defining characteristic of Karn sideboard, Mycosynth Lattice combines with Karn’s static ability to shut down your opponents ability to activate planeswalkers or lands, effectively ending the game. It even stops Force of Vigor from being cast, as there are no Green cards to pitch anymore.


Thanks for checking out our Eldrazi Tron Deck Tech. Check out our Modern page for updates on which decks we’re showcasing next.