MTG Modern 📍 IQ Arzúa - Piknitas Modern — 2nd Place

Eldrazi Tron — Modern Strategy Guide

~$528 deck cost Published Oct 19 Event Oct 3

Archetype Overview

Eldrazi Tron is a colorless ramp deck that skips the midgame. It assembles the Urza lands or leans on its Eldrazi-specific mana, lands Karn, the Great Creator early to lock the board, then casts seven-mana threats that exile your opponent's best permanents the moment they hit the stack. This list, piloted by Martín Pazos to 2nd place at IQ Arzúa - Piknitas Modern, is built around one idea. Almost every expensive card is also a removal spell, and almost every cheap card either makes mana or helps lock the opponent out.

The Three Mana Engines

The deck runs 22 lands plus seven mana rocks and four Expedition Map, and it has three separate ways to reach seven mana ahead of schedule.

A turn-one imprinted Ugin's Labyrinth into Talisman of Resilience puts four mana on the table on turn two, which is enough for Karn, the Great Creator. That is the deck's best opening, and you should mulligan with lines like it in mind.

Sowing Mycospawn deserves its own note. Its land search is a cast trigger, so it ramps you even if the creature gets countered. Kicked, it also exiles a target land, which means a single card can fetch your missing Tron piece and remove your opponent's best land. The {G} comes from Forest, Talisman of Resilience, Giant's Boulder, or Abstergo Entertainment, and Map can find the Forest or Abstergo when you need it.

Karn and the Toolbox

Karn, the Great Creator is the reason this deck plays a sideboard full of one-ofs. Its static ability shuts off every activated ability of your opponents' artifacts, mana abilities included. Its −2 pulls an artifact from your sideboard, or retrieves a face-up artifact card you own from exile. That second clause matters. The Stone Brain and The Echoverse Fulcrum both exile themselves as part of their cost, so Karn can fetch them, you can use them, and Karn can fetch them again.

ProblemKarn targets
Cheap spells and fast startsTrinisphere, Chalice of the Void
Creature swarmsEnsnaring Bridge, The Echoverse Fulcrum, Torpor Orb
Graveyard strategiesGrafdigger's Cage, Tormod's Crypt
A single key card or engineDisruptor Flute, The Stone Brain
Free spellsVexing Bauble
Grinding and closingPlanetarium of Wan Shi Tong, Cityscape Leveler, Liquimetal Coating

Torpor Orb costs you nothing here. Every trigger on your own creatures, including Devourer of Destiny, Ulamog, the Ceaseless Hunger, Sowing Mycospawn, and Cityscape Leveler, is a cast trigger, not an enters trigger. Liquimetal Coating gets nasty alongside Karn. Tap it on your opponent's turn to make one of their lands an artifact, and Karn's static stops them from tapping it for mana that turn.

One rules trap to know: Vexing Bauble counters any spell cast without spending mana, and that includes yours. Before you cast cards for free off Ugin, Eye of the Storms's −11 or Planetarium of Wan Shi Tong, pay {1} and sacrifice your own Bauble.

Threats That Are Also Removal

This is the core of why the deck works. Devourer of Destiny exiles a colored permanent when cast. Ugin, Eye of the Storms does the same when cast, then exiles another colored permanent every time you cast a colorless spell. Ulamog, the Ceaseless Hunger exiles two permanents of any kind when cast.

All of these are cast triggers. Countering the spell doesn't save the permanent it targeted.

Ugin, Eye of the Storms is the engine that ends games. Every spell in the main deck except Dismember is colorless, so once Ugin resolves, your Expedition Map, Giant's Boulder, and Kozilek's Command each come with an exile trigger attached. Ugin's 0 adds {C}{C}{C}, which helps you reach Ulamog, the Ceaseless Hunger. Casting Ulamog with Ugin in play exiles three permanents in one action. Its +2 refills your hand and pads your life total while you set that up.

The cheap interaction holds the line until you get there:

Giant's Boulder is a rock that scries on entry, fixes for Mycospawn, and later becomes a seven-mana answer to any permanent.

Devourer of Destiny also smooths your draws. Reveal it from your opening hand, and on your first upkeep you look at the top four cards, keep one on top, and exile the rest. That digs toward the land or Karn you need, at the cost of the other three cards.

Where It's Soft

Your first two turns are almost always spent on mana. Against fast creature decks, you are relying on Dismember, Kozilek's Command, and Karn fetching Ensnaring Bridge or The Echoverse Fulcrum before the damage gets out of hand.

The color restriction on Devourer of Destiny and Ugin, Eye of the Storms cuts both ways. Against colorless or artifact-heavy opponents, those triggers have nothing to hit. In those games you lean on Karn's static ability, Ulamog, the Ceaseless Hunger, and Giant's Boulder instead.

Trinisphere is symmetrical. Your own Map, Talisman, Boulder, and Bauble all cost three while it's untapped, so deploy your cheap artifacts first and land the Sphere afterward.

Who Should Play It

Pick up Eldrazi Tron if you want a proactive deck that punishes opponents for durdling. Its seven-drops are threats and answers at the same time, and Karn gives you a fresh answer every turn he's in play.

The skill ceiling lives in two places:

If you'd rather react to your opponent's plays than force your own, or you don't want to memorize a sideboard of one-ofs, this isn't your deck.

At around $528, it is a meaningful buy-in. Most of that cost sits in the lands and planeswalkers, which form the deck's core regardless of how you tune the flex slots.

Core Strategy & Game Plan

How the Deck Wins

Eldrazi Tron wins by producing far more mana than the opponent, much earlier than they are ready for it, and turning that mana into threats that also remove the opponent's board. Your top end is Karn, the Great Creator, Ugin, Eye of the Storms, Devourer of Destiny, and Ulamog, the Ceaseless Hunger. Every one except Karn exiles something the moment you cast it, so your threats are also your removal.

The closing sequence is rarely flashy. Ugin exiles a colored permanent every time you cast a colorless spell and draws you a card each turn. Devourer and Ulamog attack for six and ten, and every Ulamog attack exiles twenty cards off the top of the defending player's library. Once Ugin resolves on a stable board, the game is usually over. The fight is getting there.

Posture: Proactive First, Reactive Only to Buy Time

This is a proactive deck. Your cheap interaction exists to keep you alive until the mana comes online, not to grind the opponent out:

Use these tools selectively. Spending turn two on a Dismember when you could have cast Talisman of Resilience is correct only if the creature would actually kill you before your turn-four threat lands. If it wouldn't, ramp.

The Mana Engine

You have three ways to make big mana, and opening hands combine them:

The assembly pieces tie these together. Expedition Map finds whichever land completes your mana: the missing Tron piece, a Temple, a Labyrinth, or Abstergo Entertainment. Sowing Mycospawn is your best ramp spell. Its cast trigger puts any land from your library onto the battlefield, and because it triggers on cast, you get the land even if Mycospawn is countered. Mycospawn needs {G}. Your green sources are Forest, Talisman of Resilience, Giant's Boulder, and Abstergo Entertainment, and you should sequence your lands so one of them is available on the turn you want to cast it. Kicking it for {1}{C} more exiles a land, which can cut off a land-light opponent's key color or a utility land that matters.

Talisman of Resilience and Giant's Boulder round out the curve. Talisman jumps you from two mana to four. Boulder scries 2 to smooth your draws, fixes your colors, and later becomes a {7} answer to any permanent.

The Payoff Engine: Colorless Spells Feed Ugin

Almost every nonland card in the main deck is colorless. That matters because Ugin, Eye of the Storms exiles a colored permanent whenever you cast a colorless spell. Once Ugin is on board, every Expedition Map, Giant's Boulder, and Vexing Bauble doubles as removal.

Kozilek's Command is the standout here. For just {C}{C} with X at 0, you can choose "scry 0, then draw a card" plus "exile up to 0 target cards from graveyards." That is an instant-speed cantrip that triggers Ugin on the opponent's turn. Ugin's 0 ability adds {C}{C}{C}, so the turn after Ugin lands you can often cast it, use the 0, and immediately spend that mana on more colorless spells. Each one is another exile trigger.

Karn's Toolbox

Karn, the Great Creator does three jobs at once:

The exile clause creates loops. The Stone Brain and The Echoverse Fulcrum both exile themselves when activated, and Karn can return either one to your hand to use again. Every artifact Karn fetches is also a colorless spell, so with Ugin out, each one exiles a colored permanent.

Two cautions with the +1. First, don't attack with an animated Trinisphere: attacking taps it, and it stays tapped through the opponent's turn, which turns off its tax. Second, Giant's Boulder and other mana artifacts are usually better left untouched so they keep producing mana.

Abstergo Entertainment backs up your threats late. Paying {3} and exiling it returns a historic card from your graveyard to your hand, then exiles all graveyards. Karn, Ugin, Ulamog, and every artifact in the deck count as historic.

The Ideal Game, Turn by Turn

  1. Turn 1: Play a Tron piece or Eldrazi Temple and cast Expedition Map, or play Giant's Boulder to scry toward your missing pieces. If you have Devourer of Destiny and a hand that doesn't need help, reveal it from your opening hand. At your first upkeep you look at the top four, keep one on top, and exile the rest.
  2. Turn 2: Cast Talisman of Resilience, or activate Map for your missing land. If you play Ugin's Labyrinth here, imprint a seven-drop you can't cast soon.
  3. Turn 3: This is the payoff turn. With Tron assembled, cast a seven-drop. Without Tron, cast Karn, the Great Creator off Talisman or an imprinted Labyrinth, or cast Sowing Mycospawn to fetch the land that completes Tron for next turn.
  4. Turn 4: Cast Ugin, Eye of the Storms or Devourer of Destiny, exiling the opponent's best colored permanent as you cast it.
  5. Turn 5 and beyond: Chain colorless spells into Ugin triggers. Use Karn's −2 to fetch answers from your sideboard. Cast Ulamog, the Ceaseless Hunger to exile two more permanents and close the game.

A realistic hand hits two of these benchmarks, not all five. Mulligan and keep decisions come down to whether the hand reaches four-plus mana by turn three. Count Talisman, Map, and Mycospawn toward that total, and treat a hand with no path to it as a mulligan.

Anti-Synergies to Respect

Card Choices & Breakdown

Twenty-two lands, eight dedicated land tutors, eight mana rocks, and a top end that pays you back the moment it's cast. Every nonland card except Dismember is colorless. That fact drives several numbers choices below, especially around Ugin, Eye of the Storms.

The Mana Base

Tutors and Acceleration

The Top End

Karn, the Great Creator

Karn is the reason the deck plays four copies of a legendary card. The static ability shuts off every activated ability on opposing artifacts, including mana abilities. The −2 fetches any artifact you own from outside the game, which means the entire sideboard is Karn-accessible. In game one, every sideboard artifact effectively becomes another main-deck option.

The −2 can also choose a face-up artifact you own in exile. That matters more than it looks:

The +1 is mostly a way to tick up. It animates a noncreature artifact, and since the only big ones you're likely to animate are your own wishboard pieces, treat it as loyalty, not damage.

Interaction

Main-Deck Prison Pieces

The Wishboard

CardRole
Chalice of the VoidShuts off a mana value the opponent leans on. Mind your own one-drops if you set X to 1.
Cityscape LevelerA third big threat. It destroys a nonland permanent on cast and on each attack, and it has unearth.
Ensnaring BridgeA lock against creature aggro. It stops your own big creatures from attacking too, so win with planeswalkers when it's down.
Grafdigger's Cage, Tormod's CryptGraveyard hate. Cage also stops spells cast from libraries.
Liquimetal CoatingWith Karn out, tap it on the opponent's turn to make one of their permanents an artifact. That shuts off its activated abilities, including mana, for the rest of that turn.
Planetarium of Wan Shi TongA card-advantage engine. Boulder scries and Command scries become free casts.
The Echoverse FulcrumLoots on entry, then becomes a sorcery-speed sweeper. Karn can rebuy it from exile.
The Stone BrainStrips a named card from hand, library, and graveyard. This is your combo answer, and Karn can rebuy it too.
2 Torpor OrbStops creature enter-the-battlefield triggers. Your own Devourer, Ulamog, and Mycospawn use cast triggers, so Orb costs you nothing.
2 Trinisphere, 1 Disruptor Flute, 1 Vexing BaubleExtra copies of the main-deck prison pieces for the matchups that want them.

Anti-Synergies to Respect

The Decklist

This is the 60 and 15 that finished 2nd Place at IQ Arzúa - Piknitas Modern (2026-10-03), piloted by Martín Pazos. The list runs about $528 at TCGplayer market prices. Expect that number to move, mostly with the Tron lands, Karn, the Great Creator, and the top-end Eldrazi.

Each card below is tagged Core (don't touch it) or Flex (the count or the slot itself is negotiable).

Main Deck: Spells (38)

QtyCardSlotNote
Threats & Payoffs (17)
4Karn, the Great CreatorCoreShuts off opposing artifact activations. The −2 turns your sideboard into a toolbox.
4Devourer of DestinyCoreThe cast trigger exiles a colored permanent before anything can respond to the creature itself.
4Sowing MycospawnCorePuts a land onto the battlefield on cast. Kicked, it exiles their land too. Needs {G}.
3Ugin, Eye of the StormsFlexEvery colorless spell after it lands exiles a colored permanent. A fourth copy is defensible.
2Ulamog, the Ceaseless HungerFlexThe ceiling: two-permanent exile on cast plus indestructible. Rarely worth more than two.
Interaction (10)
4Kozilek's CommandCoreAn instant that scales with X: removal, card flow, graveyard hate, or chump blockers.
2DismemberFlexCastable for {1} plus 4 life. Your cheapest answer to early creatures.
2Disruptor FluteFlexFlash lets you name a card after seeing their hand or their first play.
1TrinisphereFlexTaxes your own Expedition Map, Talisman of Resilience, and Giant's Boulder too, so deploy it after your setup.
1Vexing BaubleFlexCounters any spell cast without spending mana, including yours. Sacrifice it before an Ugin, Eye of the Storms −11.
Setup & Mana Artifacts (11)
4Expedition MapCoreFinds the missing Tron piece, or Ugin's Labyrinth, Eldrazi Temple, or Forest as needed.
4Talisman of ResilienceCoreMakes {C} for Devourer of Destiny and Kozilek's Command, or {G} for Sowing Mycospawn.
3Giant's BoulderFlexScry 2 now, any-color mana later, and a destroy-any-permanent mana sink in long games.

Main Deck: Lands (22)

QtyCardSlotNote
4Urza's MineCoreTron piece.
4Urza's Power PlantCoreTron piece.
4Urza's TowerCoreTron piece. Makes {C}{C}{C} once assembled.
4Eldrazi TempleCoreIts {C}{C} pays for Devourer of Destiny, Sowing Mycospawn (devoid), Ulamog, the Ceaseless Hunger, and Kozilek's Command (Kindred Eldrazi).
4Ugin's LabyrinthCoreImprint Devourer of Destiny, Ugin, Eye of the Storms, or Ulamog, the Ceaseless Hunger for {C}{C}. You can return the card to hand later.
1Abstergo EntertainmentFlexAny color for {1}. Late, it can rebuy a historic card (Karn, Ugin, any artifact) and exile all graveyards.
1ForestFlexYour only basic green source, and a Sowing Mycospawn or Expedition Map target when you're short on {G}.

Green check: Sowing Mycospawn is your only colored-cost spell. Your {G} sources are Forest, Abstergo Entertainment, four Talisman of Resilience, and three Giant's Boulder. If you cut Boulders or Talismans, replace that green somewhere, or Mycospawn becomes a dead card in hand.

Sideboard (15)

Every card here is an artifact. Karn, the Great Creator's −2 can reveal any of them from outside the game, so this 15 works as both a sideboard and a Karn wishboard. Single copies are intentional. You only need two of a card when you want to draw it naturally after sideboarding.

QtyCardBring In AgainstNote
2TrinisphereLow-curve aggro, cheap-spell comboBrings you to three copies post-board. Same self-tax warning as the main deck copy.
2Torpor OrbDecks built on enters-the-battlefield valueYour Eldrazi trigger on cast, not on entering, so Orb doesn't turn off Devourer of Destiny, Sowing Mycospawn, or Ulamog, the Ceaseless Hunger.
1Chalice of the VoidDecks clustered at one mana valueSet X to their densest point. Watch your own one-drops at X=1.
1Cityscape LevelerGrindy control and midrangeThe removal is a cast trigger. Unearth gives it a second life.
1Disruptor FluteSingle-card-dependent comboThird copy for matchups where one name is the whole game plan.
1Ensnaring BridgeCreature aggroIt stops your fatties too. Plan to win with planeswalkers or Kozilek's Command while it's up.
1Grafdigger's CageReanimator, graveyard recursion, library-cast effectsDoesn't stop your own plan. Nothing in this list casts from the graveyard or library except the Planetarium of Wan Shi Tong free cast.
1Tormod's CryptGraveyard decksZero-mana, one-shot exile. Pairs with Cage for game-one-style surprise via Karn.
1Liquimetal CoatingDecks leaning on a key land or nonartifact permanentWith Karn's static, a coated permanent can't activate abilities that turn. Karn's +1 on a coated land makes it a 0/0, which dies.
1The Stone BrainCombo with a single key pieceExiles up to four copies of one name across hand, library, and graveyard.
1The Echoverse FulcrumGo-wide creature decksLoots on entry, wipes the board later. Ulamog, the Ceaseless Hunger is indestructible and survives it.
1Planetarium of Wan Shi TongSlow control mirrorsFree casts off Giant's Boulder and Kozilek's Command scry. Don't run it out alongside your own Vexing Bauble.
1Vexing BaubleFree-spell and cascade-style strategiesSecond copy for matchups where opponents cast spells without paying mana.

Flexible Slots: Where to Adjust

Mulligan Guide

What a Keepable Hand Looks Like

Every seven you keep has to answer one question: how do I get to seven mana, and what do I do along the way? This deck has two separate engines for big mana. You need at least one of them assembled or one draw away.

Beyond mana, a keep needs a payoff (Karn, the Great Creator, Ugin, Eye of the Storms, Devourer of Destiny, Ulamog, the Ceaseless Hunger) and, ideally, something to do before that payoff lands. Your early plays are Kozilek's Command, Dismember, Trinisphere, Disruptor Flute, and Talisman.

Hard rules:

Example Hands

Hand 1: Urza's Mine, Urza's Tower, Expedition Map, Talisman of Resilience, Karn, the Great Creator, Kozilek's Command, Ulamog, the Ceaseless Hunger

Verdict: Snap keep. Play Map on turn one. On turn two, crack it for Urza's Power Plant. On turn three, play the Plant to assemble Tron with seven mana available, and Karn comes down with Talisman still castable. Command covers you if they come out fast. This is the deck working exactly as designed.

Hand 2: Ugin's Labyrinth, Eldrazi Temple, Forest, Talisman of Resilience, Devourer of Destiny, Sowing Mycospawn, Dismember

Verdict: Keep. Turn one, play Labyrinth imprinting Devourer and cast Talisman off its two mana. Turn two, play Temple: Labyrinth's two, Temple's two (Mycospawn is a colorless Eldrazi), and green from Talisman cast a turn-two Mycospawn. That fetches a land onto the battlefield, so you are now a full turn ahead. Dismember gives you early interaction. If you would rather hard-cast Devourer than imprint it, reveal it from your opening hand anyway. The first-upkeep look at four cards helps you sculpt the next draw.

Hand 3: Urza's Tower, Urza's Mine, Forest, Ugin, Eye of the Storms, Ulamog, the Ceaseless Hunger, Devourer of Destiny, Dismember

Verdict: Mulligan on the play. Borderline on the draw against slow decks. You have three lands but no Map, Talisman, Mycospawn, or Labyrinth. Your only outs are naturally drawing a Power Plant or a mana piece. Even when you hit one, you have no turn-two or turn-three play outside Dismember. Revealing Devourer digs four cards deep, but it exiles whatever you don't keep, so it is not a fix for a hand this top-heavy. Against a slow control deck on the draw, the extra card and the extra time make this a defensible keep. Against anything proactive, ship it.

Hand 4: Eldrazi Temple, Expedition Map, Talisman of Resilience, Giant's Boulder, Karn, the Great Creator, Kozilek's Command, Trinisphere

Verdict: Mulligan. It looks like a hand full of action, but it is a one-lander. Map needs two mana to crack, Talisman needs two to cast, and Trinisphere needs three. Boulder casts on turn one, but its mana ability costs one, so it filters color rather than adding mana. The hand does nothing without two consecutive land draws.

Hand 5 (six cards): Urza's Mine, Urza's Power Plant, Ugin's Labyrinth, Giant's Boulder, Karn, the Great Creator, Ulamog, the Ceaseless Hunger

Verdict: Keep. Labyrinth imprinting Ulamog acts as a two-mana land, so Karn on turn three is realistic. Any Urza's Tower draw completes Tron, and Boulder's scry 2 on turn one helps you dig for it. When you do reach Tron, you can activate Labyrinth's second ability to get Ulamog back. A six-card hand with lands, a payoff, and selection is exactly what you want after a mulligan.

On the Play vs. On the Draw

On the play, your speed is your biggest asset. Favor hands that threaten Tron or Karn on turn three, or a turn-two Mycospawn. Be stricter with slow hands like Hand 3, because they waste the tempo advantage you started with.

On the draw, the extra card makes two-landers with Talisman or Map noticeably safer. The cost is that aggressive decks get a turn ahead of you. That raises the value of early interaction like Dismember and Kozilek's Command. It also lowers the value of Trinisphere, which is weaker once the opponent has already deployed cheap threats.

The timing of Devourer's reveal also shifts. On the play, your first upkeep comes before a turn with no draw, so the card you keep sets up your turn-two draw. On the draw, it sets up your very first draw step. Either way, reveal it when you need one specific card: a Tron piece, a mana rock, or a Labyrinth enabler.

Adjusting by Matchup

Fast aggro: Speed and interaction beat raw power. Keep hands with Dismember, Kozilek's Command (Spawn tokens can chump block, and exile mode removes cheap creatures), or a turn-two Trinisphere off Labyrinth or Talisman. Hands whose first meaningful play is turn four are mulligans, even if that play is Ulamog. When choosing cards to bottom, dump extra seven-drops before interaction.

Graveyard and combo decks: Karn rises in value in sideboarded games. Its −2 brings a sideboard artifact like Grafdigger's Cage or Tormod's Crypt into your hand, so it works as both a threat and a hate card. Early disruption like Trinisphere, Disruptor Flute, or Vexing Bauble (if their plan involves spells cast with no mana spent) makes a mediocre mana hand keepable. A powerful hand with no disruption is riskier here than anywhere else.

Control and counterspell decks: Lands and threat density matter most, and a slow hand is fine. Keep five-landers with two payoffs. Labyrinth is especially valuable, because a seven-drop imprinted early is protected from discard and can be returned later. You can cast Ugin, Eye of the Storms off Tron to exile a colored permanent on cast, even if the spell itself gets countered.

Big mana and land-based decks: Prioritize hands that can cast a kicked Sowing Mycospawn. It ramps you and exiles one of their lands in the same spell. Speed matters as much as it does against aggro, so apply your on-the-play standards.

Bottoming After a Mulligan

Sequencing & Key Lines

Turn One: Build Toward Four, Then Seven

Every opener is trying to reach four mana on turn two and seven on turn three. Choose your turn-one land with that in mind.

Turn Two: Karn or Mycospawn

With four mana, your choice depends on your green source and how close you are to Tron.

Your boardMycospawn fetches
Two Tron piecesThe third piece. Tron is live immediately.
A 7-drop in hand, no LabyrinthUgin's Labyrinth. The imprint still triggers when it enters off Mycospawn.
Eldrazi-heavy handEldrazi Temple
Need green for a second MycospawnForest or Abstergo Entertainment

Kicked Mycospawn costs six and exiles a land. Against a deck leaning on one key land, a turn-three kicker can do more than a 7-drop.

Turn Three: Choosing the 7-Drop

Your seven mana comes from assembled Tron or Labyrinth plus Temple plus extras.

The Ugin Turn

This is the deck's biggest swing, and the sequence matters.

  1. Cast Ugin. The cast trigger exiles their best colored permanent.
  2. Choose between 0 and +2. Use 0 when you have follow-ups: it adds {C}{C}{C} for Talisman of Resilience, Giant's Boulder, Expedition Map, or Disruptor Flute, and each cast exiles another colored permanent. Use +2 when Ugin needs loyalty to survive a wide board or burn.
  3. Cast Trinisphere last. It is a colorless spell, so it triggers Ugin too. Cast it before your one- and two-drops and it taxes them as well.

Plan the turn before. If you know Ugin is coming, hold cheap artifacts you don't need for mana that turn. A Vexing Bauble or Flute cast after Ugin removes a permanent. Cast the turn before, it doesn't.

The Ulamog follow-up. With Ugin on board, Tron's seven mana plus Ugin's 0 equals ten. That casts Ulamog, the Ceaseless Hunger. Ulamog's cast trigger exiles two permanents, and casting a colorless spell triggers Ugin for a third. Ulamog's triggers also resolve through a counterspell.

Ugin's −11. He starts at 7, so two +2 activations get you there. Before you activate, sacrifice your own Vexing Bauble. It counters any spell cast without spending mana, including the free spells you cast off the −11. The same conflict applies to Planetarium of Wan Shi Tong.

Karn Wish Lines

Karn's −2 takes a sideboard artifact or a face-up artifact you own in exile. Pick by matchup:

The Liquimetal Coating lock. Coating turns any permanent into an artifact until end of turn, and Karn stops activated abilities of opposing artifacts, mana abilities included. Activate Coating on their upkeep targeting a land, and that land can't tap that turn. Wish for Coating with one −2, then repeat the lock every turn.

Rebuys from exile. The Stone Brain and The Echoverse Fulcrum exile themselves when activated, so a later −2 brings them back. If you exile your own spent Bauble or Boulder from the graveyard with Kozilek's Command, Karn can fetch those too. Abstergo Entertainment exiles all graveyards, including yours, and also feeds this pool.

Karn +1 traps. Animating Trinisphere and attacking taps it, which turns the tax off. +1 on Boulder or Flute is fine when you just need loyalty.

Kozilek's Command: Instant-Speed Value

Playing Around the Format's Interaction

Small Edges

Matchup Matrix

Opposing StrategyAssessmentWhat Decides ItKey Cards
Fast creature aggroUnfavoredWhether you stabilize before turn fourDismember, Kozilek's Command, Ensnaring Bridge, The Echoverse Fulcrum
Spell-chaining comboUnfavored G1, even post-boardA tax piece landing before their critical turnTrinisphere, Chalice of the Void, The Stone Brain
Graveyard combo / recursionEven G1, favored post-boardExiling the yard at the right momentAbstergo Entertainment, Kozilek's Command, Tormod's Crypt, Grafdigger's Cage
Free-spell / alternate-cost decksEvenWhether Vexing Bauble is on board earlyVexing Bauble, Trinisphere
Midrange (discard + efficient threats)EvenKeeping a payoff through hand disruptionUgin's Labyrinth, Karn, the Great Creator, Sowing Mycospawn
Blue control / counterspellsFavoredCast triggers and threat densityDevourer of Destiny, Ugin, Eye of the Storms, Ulamog, the Ceaseless Hunger, Planetarium of Wan Shi Tong
Artifact-based decksFavoredResolving Karn, the Great CreatorKarn, the Great Creator, Torpor Orb, Cityscape Leveler
Big mana / prison mirrorsEvenWho disrupts the other's mana or engine firstDisruptor Flute, Liquimetal Coating, Sowing Mycospawn (kicked)

Fast Creature Aggro — Unfavored

This is your worst pairing. Your exile effects are mostly cast triggers on expensive spells, and an aggro deck can have you dead before you assemble Tron. What decides it: whether your cheap interaction buys enough turns for a 7-drop to reset the board.

Post-board, bring in Bridge and Fulcrum. Cut Trinisphere and Disruptor Flute, since taxing two-drops doesn't stop creatures already on board.

Spell-Chaining Combo — Unfavored G1, Even Post-Board

Decks that win by casting many cheap spells in one turn ignore your board. What decides it: landing a tax piece before they go off.

Board in both extra Trinisphere, Chalice of the Void and The Stone Brain. Trim Dismember and a Giant's Boulder.

Graveyard Combo / Recursion — Even G1, Favored Post-Board

Your main deck already has maindeck yard hate. Abstergo Entertainment exiles all graveyards, and Kozilek's Command can exile up to X cards from graveyards at instant speed. What decides it: timing. Hold Command's graveyard mode until they commit, ideally pairing it with the draw mode in response to their payoff.

Post-board, Tormod's Crypt and Grafdigger's Cage come in. Note that Cage stops players from casting spells from libraries, which shuts off your own Planetarium of Wan Shi Tong. Don't run both in the same game plan. Abstergo's activation also returns a historic card from your yard before exiling everything, so it can rebuy a destroyed Karn, the Great Creator or Ugin, Eye of the Storms.

Free-Spell / Alternate-Cost Decks — Even

Any deck that casts spells without spending mana runs straight into Vexing Bauble. What decides it: having Bauble on board before their key turn. On the draw, a turn-one Bauble outranks almost any other play.

Board in the second Vexing Bauble and Trinisphere. Leave Planetarium of Wan Shi Tong in the sideboard.

Midrange — Even

Discard and efficient colored threats test whether you can keep a payoff. What decides it: protecting your top end from hand disruption.

Their colored permanents all line up for Devourer of Destiny, Ugin, Eye of the Storms and Ulamog, the Ceaseless Hunger. Resolving any of them usually swings the game.

Blue Control — Favored

Your threats punish counterspells. Devourer of Destiny, Sowing Mycospawn, Ugin, Eye of the Storms and Ulamog, the Ceaseless Hunger all trigger when cast, so you get value even if the spell is countered. A countered Ulamog still exiles two permanents. What decides it: not running out of threats before they run out of answers.

Post-board, bring in Planetarium of Wan Shi Tong, the extra Disruptor Flute and Cityscape Leveler. Cut Dismember.

Artifact-Based Decks — Favored

Karn, the Great Creator's static stops activated abilities of artifacts they control. Against an artifact-reliant deck, a resolved Karn is close to a lock. What decides it: resolving Karn before their engine takes over.

Be aware that Ugin, Eye of the Storms and Devourer of Destiny only exile colored permanents. Against colorless boards they hit far less, so lean on Kozilek's Command, Giant's Boulder and Cityscape Leveler instead. Torpor Orb shuts off their creature enter triggers. It costs you nothing, because your Eldrazi trigger on cast, not on entering.

Big Mana / Prison Mirrors — Even

These games are decided by who breaks the other's mana or engine first.

Board in Liquimetal Coating, the extra Disruptor Flute and Cityscape Leveler. Cut Dismember and Vexing Bauble unless they cast spells for free.

Sideboard / Tech Guide

Your Sideboard Is Also a Wishboard

Karn, the Great Creator's −2 puts an artifact card you own from outside the game into your hand. Every artifact in these 15 is reachable in game one, and every artifact you physically board in leaves the wish pool. That gives you one rule for every matchup: board in the cards you need to draw naturally, and leave in the sideboard the cards you only need to find with Karn.

Anti-Synergies to Respect

Several of these cards fight your own deck. Know the conflicts before you sleeve them up.

Fast Aggro and Go-Wide Creatures

In: 2 Trinisphere, The Echoverse Fulcrum
Out: Vexing Bauble, 2 Disruptor Flute

Your risk here is falling behind before the big mana comes online. Naming one card with Flute doesn't slow a deck full of interchangeable threats, so it comes out.

Graveyard Strategies

In: Tormod's Crypt, Grafdigger's Cage
Out: 1 Giant's Boulder, 1 Disruptor Flute

Both hate pieces cost one or less, and they need to be in play before the opponent's engine starts, so board them in physically. Your graveyard hate is deeper than these two cards:

If their recursion puts creatures onto the battlefield and leans on enter triggers, swap the Flute out for a Torpor Orb as well. Keep Vexing Bauble in if their payoffs are cast for free.

Free-Spell and Cascade Strategies

In: Vexing Bauble, 2 Trinisphere
Out: 2 Dismember, 1 Giant's Boulder

A second Bauble gives you a better chance of a one-mana answer on turn one. Anything cast without spending mana gets countered, including spells cast through cascade-style effects. Trinisphere taxes the cheap spells that fill the rest of their deck.

Cut Dismember only if their real threats aren't creatures. If they win with a creature, trim a Kozilek's Command instead and keep the removal.

Spell-Based Combo

In: 2 Trinisphere, Chalice of the Void, The Stone Brain, Disruptor Flute
Out: 2 Dismember, 1 Ulamog, the Ceaseless Hunger, 2 Giant's Boulder

This matchup is about disruption density, not finishers. Use the full set of three Flutes and name their key piece.

Control and Counterspell Decks

In: Cityscape Leveler, Planetarium of Wan Shi Tong, Disruptor Flute
Out: 2 Dismember, Vexing Bauble

This is the one matchup where you physically board your top-end artifacts. You want extra threats that win the long game, not just Karn targets.

Creature Midrange Built on Enter Triggers

In: 2 Torpor Orb
Out: Vexing Bauble, 1 Disruptor Flute

The Orb strips value from every creature they cast and costs you nothing. Both copies come in because you want it in play on turn two, before their engine gets going. Kozilek's Command and Dismember stay in to handle the bodies that are left.

Big Mana and Colorless Ramp Mirrors

In: The Stone Brain, Disruptor Flute, Liquimetal Coating
Out: 2 Dismember, Vexing Bauble

Your cast triggers on Devourer of Destiny and Ugin, Eye of the Storms only exile permanents that are one or more colors. Against colorless opponents, those triggers whiff, and you need other angles.

Adjusting for an Expected Field

The 15 cards work as a deep toolbox of singletons plus a few doubled hosers. If your local field leans hard in one direction, double up there.

Before you cut a singleton artifact, ask whether you're also losing a game-one Karn target you'd want against an unknown opponent. That wish access is a large part of what the sideboard is for.

Tech Choices & Variations

This list has fewer true flex slots than it looks. Every artifact in the 75 is reachable by Karn, the Great Creator, so card choices ripple across both the main deck and the wishboard. Tune with that in mind and you'll stop making swaps that look fine on paper and fall apart in practice.

What's Locked and What Moves

Treat these as non-negotiable: the full Tron set (Urza's Mine, Urza's Power Plant, Urza's Tower), 4 Eldrazi Temple, 4 Ugin's Labyrinth, 4 Expedition Map, 4 Talisman of Resilience, 4 Karn, the Great Creator, 4 Sowing Mycospawn, 4 Kozilek's Command and 4 Devourer of Destiny. That's your mana engine, your ramp, your flexible interaction and your main threat suite. Cutting any of it changes the deck instead of tuning it.

The real flex slots:

Flex Slot by Slot

Dismember. This is your cheapest answer to an early creature. You can pay it entirely with life on turn one or two, which is exactly when Kozilek's Command is weakest because its exile mode scales with X. The cost is life, and Talisman of Resilience already chips you every time you tap it for color. Against fast creature decks, keep both. Against decks with few relevant creatures, these are the first slots to concede. A third Giant's Boulder or a mainboard Torpor Orb usually does more work there.

Disruptor Flute. Flash plus a named card makes this your catch-all answer to anything Kozilek's Command can't touch: planeswalker activations, equipment, combo pieces and key spells. The flexibility is the point. Here's the tuning lever: Karn's −2 can fetch the sideboard copy. If you want a slot back, you can go down to one main-deck Flute and still access a second through Karn. The trade-off is speed. A Flute that needs Karn first comes down a turn or more later, and you lose the ability to flash it in on your opponent's turn in response to a play you didn't see coming.

Giant's Boulder. Three roles in one card: scry 2 to smooth draws, any-color mana for Sowing Mycospawn, and a late-game {7} removal spell that hits any permanent, colorless included. Moving to four makes you more consistent and better at answering colorless threats that Ugin, Eye of the Storms and Devourer of Destiny ignore. Going to two frees a slot for interaction but makes your green source count lean harder on Talismans and the lone basic.

Trinisphere and Vexing Bauble. Both are meta calls. Know their costs before you add copies:

Abstergo Entertainment vs. a second Forest. Abstergo taps for colorless untapped. It makes green only for an extra {1}. Late game it rebuys any artifact or legendary card from your graveyard (Karn, Ugin, Ulamog, Boulder) and exiles all graveyards. A second Forest instead makes Mycospawn easier to cast on curve and gives Map and Mycospawn another green target. If graveyard strategies are rare locally and your green mana feels shaky, swap. If graveyards matter, Abstergo is free hate in a land slot.

The top end. Every one of these is a legal Ugin's Labyrinth imprint: 4 Devourer, 3 Ugin and 2 Ulamog. Shifting the ratio changes your game:

Either change costs a flex slot from above. Don't trim Devourer to make room.

Karn's Wishboard Is Part of Your Main Deck

Every sideboard card is an artifact, so each one is a Karn target in game one. That changes how you evaluate one-ofs. A card you'd never board in can still earn its slot as a silver bullet, and a card that clashes with your own engine can cost you main-deck games.

Watch these interactions:

Tuning for Your Local Field

Expected FieldMain-Deck AdjustmentWhat You Give Up
Fast creature aggroKeep both Dismember; consider a main Torpor Orb over Vexing BaubleProtection against free spells
Cheap-spell combo and tempoAdd a second Trinisphere over a DismemberEarly creature removal; your own cheap artifacts get taxed
Free-spell strategiesAdd the second Vexing Bauble over a Giant's BoulderSmoothing and fixing; Ugin's −11 becomes risky while Bauble is out
Graveyard decksKeep Abstergo Entertainment; wish for Tormod's Crypt or Grafdigger's CageGreen consistency; Cage blocks Planetarium
Grindy midrange and controlFourth Ugin, Eye of the Storms or third Ulamog, the Ceaseless Hunger over a DismemberEarly interaction
Big-mana mirrors and colorless decksFourth Giant's Boulder; keep both Disruptor FluteRemoval against cheap creatures

Change the main deck no more than two slots at a time, and always check the new card against your own engine first. The most common tuning mistake with this list is adding hate that also shuts off Ugin, Eye of the Storms, Planetarium of Wan Shi Tong or your own one-drops.

Budget Options

At roughly $528, this list isn't the most expensive way to play Modern, but the cost is concentrated in a handful of slots that also do the most work. The Tron lands, Expedition Map, and the artifact mana form a cheap foundation. Most of the bill comes from the planeswalkers and the big colorless threats. Check current market prices before you buy. The breakdown below is about what each slot does for the deck and how much you lose by cutting corners there.

Where the Money Likely Sits

Expect the bulk of the total to come from these cards:

The Urza lands, Expedition Map, Giant's Boulder, Talisman of Resilience, Vexing Bauble, Disruptor Flute, and Forest are the floor. They are probably the cheapest part of the deck to assemble.

The Non-Negotiables

Some cards can't be swapped without turning the deck into something else. Buy these first, or don't start the deck.

Acceptable Swaps and What They Cost You

Every swap below makes you slower, less interactive, or both. Start at the top of the table, where the losses are smallest.

Full-power cardBudget stand-inWhat you give up
1 Abstergo Entertainment 1 Forest A late-game graveyard wipe that also returns a historic card. That means rebuying a used Karn, the Great Creator, a dead Ulamog, the Ceaseless Hunger, or a destroyed artifact. You also lose the colorless tap. Forest can't help pay {C} costs, but it does give clean green for Sowing Mycospawn. This is the smallest loss on the list.
1–3 Ugin, Eye of the Storms Cityscape Leveler (moved from the sideboard), or a third Ulamog, the Ceaseless Hunger The biggest loss. Ugin exiles a colored permanent when you cast it and again every time you cast a colorless spell, which is nearly every spell in this deck. Its +2 refuels your hand and life total. Cityscape Leveler is still a legal Labyrinth imprint, and it can destroy colorless nonland permanents that Ugin can't touch. However, it costs one more, hands the opponent a Powerstone token, and only removes something once per cast or attack. A third Ulamog hits harder but is much clunkier to cast.
1–2 Talisman of Resilience Giant's Boulder (fourth copy) Real acceleration. Talisman takes you from two mana to four, which is what powers a turn-three Karn, the Great Creator. Boulder costs {1} to filter into a color, so it fixes mana but doesn't ramp. Boulder also can't make {C}, so it won't help pay for Kozilek's Command, Devourer of Destiny, or Mycospawn's kicker. You do get a scry 2 and a late-game way to destroy any permanent. Cut at most two Talismans.
2 Dismember A third Disruptor Flute or a second Vexing Bauble Cheap instant-speed creature removal. Kozilek's Command still exiles creatures, but at higher cost. Flute can shut down a known threat by name, but it doesn't remove a creature that's already attacking you. Make this swap only if your local field is light on early creature aggression.

Don't trim Devourer of Destiny or Ugin's Labyrinth to save money. Labyrinth only makes double mana when you imprint a colorless card with mana value 7 or more. Each 7+ drop you cut makes your Labyrinths worse, and each Labyrinth you cut makes your 7-drops slower. These two cards pull together, so buy them together.

Building the Sideboard on a Budget

Because Karn, the Great Creator can grab any of these, each singleton is effectively an answer in your main deck. If a piece is out of reach, here is what covers for it:

Planetarium of Wan Shi Tong, The Stone Brain, and Liquimetal Coating are narrow tools. Add them last.

The Upgrade Path

  1. Build the floor. Get all twelve Urza lands, Expedition Map, Eldrazi Temple, Kozilek's Command, the artifact mana, Disruptor Flute, and Vexing Bauble. This shell plays the Tron game, but it doesn't win yet.
  2. Add Karn, the Great Creator. This is the biggest single power jump. It gives you a turn-three threat, an artifact lock, and access to whatever sideboard you own.
  3. Add Sowing Mycospawn. Tron assembles on schedule far more often, and your green sources gain a purpose.
  4. Add Devourer of Destiny and Ugin's Labyrinth together. This is the deck's speed package. Buying one without the other wastes much of the investment.
  5. Add Ugin, Eye of the Storms. It replaces your Cityscape Leveler or extra Ulamog, the Ceaseless Hunger stand-ins. The deck now ends games against colored permanents almost automatically.
  6. Finish with polish. Restore full Talisman of Resilience and Dismember counts, add Abstergo Entertainment, and fill in the premium sideboard singletons.

By step four, the deck is playing the real game plan, and you're losing small edges rather than whole matchups. Every step before that is about consistency, so make sure your mana base is complete before you spend on threats.

Common Mistakes

1. Miscounting Your Colorless Mana

Your lands produce mana with restrictions, and those restrictions catch you on exactly the turns that matter.

The fix: When you plan a turn, name the spell and tap the lands in your head, symbol by symbol. Don't just add up the total.

2. Spending Colorless Spells Before Ugin Lands

With Ugin, Eye of the Storms on the battlefield, every colorless spell you cast exiles a colored permanent. That includes Map, Boulder, Vexing Bauble, Talisman of Resilience, Mycospawn, Karn, and Command. A cheap artifact you casted the turn before Ugin is a removal spell you threw away.

The fix: If Ugin is coming next turn, keep your cheap colorless spells in hand. Whether you can afford to wait comes down to one question: do you need that card's mana or land search to reach seven? A Talisman that puts Ugin on the table comes down now. A Boulder you're casting only for the scry waits.

Once Ugin resolves, cast in order of what you want exiled. You choose a target for each trigger, so cast the cheapest spells first to clear their best colored threat before you commit Command or a creature. A Devourer of Destiny cast with Ugin out exiles two permanents: one from its own trigger and one from Ugin's.

3. Playing Your Instants at Sorcery Speed

Kozilek's Command is an instant, and Disruptor Flute has flash. Players on Tron autopilot tap out on their own turn for a scry-and-draw Command or a main-phase Flute. That gives the opponent a full turn of information and a clean window to resolve whatever you were afraid of.

The fix:

4. Turning Off Your Own Trinisphere

Trinisphere does not care whose spells it taxes. Map, Boulder, and Bauble go from one mana to three. Talisman and Flute go from two to three. Dismember paid with life costs three instead of one. Landing it on turn three, then spending the next two turns paying triple for your own setup cards, is how this deck stalls out.

The subtler error is pointing Karn, the Great Creator's +1 at Trinisphere to make a 3/3 attacker. Trinisphere only works while untapped. If you attack with it, it stays tapped through the opponent's entire turn, which is exactly when you need the tax. Even if you don't attack, it's a creature until your next turn and dies to creature removal.

The fix: Deploy your cheap artifacts first, then Trinisphere. Point Karn's +1 at a different artifact, or at nothing.

5. Letting Vexing Bauble Counter Your Own Spells

Vexing Bauble counters any spell cast without spending mana, including yours. Know the collisions before game one ends:

The fix: Pay {1} and sacrifice Bauble to draw before you fire the free spell. Plan this a turn ahead so the mana is available.

The same discipline applies to your other symmetrical sideboard cards. Grafdigger's Cage stops Planetarium, because Planetarium casts from your library. Ensnaring Bridge stops your own Devourer and Ulamog from attacking unless your hand is large.

6. Using Karn on Autopilot

Karn's −2 is the most flexible card in the deck, and players waste it two ways.

Don't ignore the +1 against opposing artifacts, either. It can animate an opponent's noncreature artifact, which lets Dismember or Command's exile mode remove it. Command's X needs to equal the artifact's mana value or more.

Finally, the static ability matters. Karn shuts off activated abilities of opposing artifacts, mana abilities included. If you have Liquimetal Coating on the board, using it on an opponent's land during their turn means that land can't tap for mana.

7. Careless Imprints and Reveals

Ugin's Labyrinth: Imprinting is optional, but it's the only way to get two mana from the land, and it only happens as the land enters. Two errors come up.

Imprint when you hold a second payoff, or when the extra mana gets you to Karn or Ugin a turn early.

Devourer of Destiny's reveal: The opening-hand reveal is optional. It shows you four cards, lets you keep at most one on top, and exiles the rest. Lands and creatures exiled this way are gone for good. If your hand is one Tron piece short, revealing can exile the land you needed.

Reveal when your hand is already functional and you want a specific card on top. Skip it when you're relying on natural draws to assemble the mana.

Tournament Prep & Final Notes

What to Practice Before the Event

Eldrazi Tron gets punished for slow, sloppy decisions more than for bad draws. The list has many ways to reach its top end: Tron assembly, Ugin's Labyrinth imprints, Eldrazi Temple acceleration, and Sowing Mycospawn ramp. Your prep should focus on choosing the right path quickly.

  1. Goldfish your opening seven, then plan turns two through four out loud. For every hand, name which land you fetch with Expedition Map or Mycospawn and why. A missing Tron piece, a second Labyrinth to imprint, a Temple for the Eldrazi curve, and Abstergo Entertainment are all live answers depending on the hand. If you can't name the fetch target in a few seconds, you need more reps.
  2. Drill the Karn toolbox. Karn, the Great Creator turns your sideboard into a second hand. Before the event, build a mental decision tree for each opposing strategy: what you grab against graveyard decks, what you grab against go-wide creature decks, and what you grab against planeswalker or artifact-heavy builds. Facing an unfamiliar deck is the wrong time to read your sideboard for the first time.
  3. Practice Disruptor Flute naming. It has flash and a name is chosen as it enters, so the skill is choosing the name under pressure. Practice against decks you expect and settle your default names in advance.
  4. Rehearse post-board configurations. Swapping in Trinisphere, Torpor Orb, or Chalice of the Void changes your own curve. Goldfish a few post-board hands so you know which of your cheap artifacts you're giving up.

Rules Interactions to Know Cold

Clock & Time Management

This deck shuffles a lot and wins late, which means draws are a real risk. You can lose a match you're favored in just by running out of time.

Final Assessment

This list took 2nd Place at IQ Arzúa - Piknitas Modern, piloted by Martín Pazos. Its biggest strength is redundancy. Tron, Labyrinth, Temple, and Mycospawn are four separate ways to reach your threats. Karn turns a 15-card sideboard into a game-one toolbox. Nearly every big threat exiles something the moment you cast it, whether or not the spell resolves.

The costs are real. The deck has little early interaction beyond Dismember, Kozilek's Command, and its taxing artifacts. Its main-deck Trinisphere and Vexing Bauble can catch your own cards. It also asks you to make many branching decisions quickly. At about $528 it's a reasonable buy-in for a Tron shell, though the Karn and Ugin package is where most of that cost goes.

If you've drilled the fetch decisions, know the Karn targets cold, and play at a steady pace, this is a deck that wins long games on inevitability. Arrive knowing your lines, and you'll be ready to play it at a high level.

Buy This Deck

Full decklist — about $528 at current market prices. Links go to TCGPlayer and may earn us a small commission at no cost to you.

Source: tournament results. Decklist and placements as reported by the event organizer.