The Slumbering giant still sleeps
The modern metagame is riddled with overpowered 1 drops that dominates the format. So we turned to our Deck-Archives to see which decks naturally caries hate - we came across blue tron that caries chalice of the void naturally, so we gave it a shot.
We also want to see if the deck improved with the options available after the release of the newer set cards such as Urza's Saga, Karn the great creator and Sharktyphoon. These are potential avenues that the deck can take, so testing this deck would be worthwhile
WHAT THE DECK INTENDS TO DO:
The deck intends to control the board and win with a lock. The lock consist of either the mindslaver lock or the Karn the great creator lock.
WHAT IT CAN ALSO DO:
Alternative non-counterable win - with Urza's saga / Sharktyphoon token, incase we get paired with heavy control match ups. This seems to be a match up in which we are favored, since the inevitability win conditions in the form of our Eldrazi trump cards.
Toolbox gameplay - the deck has a huge range of answers in the form of Karn wish or the Saga search to search for answers such as pithing needle and graftdiggers cage. With Karn, we can also hide some of our win-conditions in the sideboard (Mindslaver) and also be immune to surgical extraction effects.
Counterspells - the upside of playing blue, is access to permission effect cards and card draw, these are hallmark to the U-tron decks such as remand and condescend. Not to mention access to the Tolarian Academy effect that makes the Walking Ballista a sort-off inevitable win (if we somehow get locked out of the mindslaver effect)
HOW TO MULLIGAN:
Game 1
Do not "Tron" fish - The deck is a control deck masquerading as a Tron Deck, though the deck has the potentiality to "go off" on turn 4, we do not prioritize the Tron lands in our opening hand. We instead need to look at our "answer cards" and interaction pieces even when on the blind.
Prioritize potential playable cards between turns 2-3 - a good mixture would be a sort of creature removal/counter spell on those turns. Remember that what we want to achieve is to prolong the game to a point where we naturally reach Tron pieces and there subsequently win.
Its a trap! - In connection to my 1st point, often you are given a hand of an "almost Tron" hand with 3 blue cards. DO NOT FALL for this - though we do play 7-9 blue source (depending on the version) it is more important to ensure we can do something by turn 2. Emphasizing the point that this is a control variation that doesn't have early sweepers.
WHAT THE MAIN DECK USED TO LOOK LIKE:
Version 1
Version 2
Version 3