Tron, short for Urzatron, is the nickname of the three Urza lands being in play together on the battlefield. These lands, Urza's Tower, Urza's Power Plant, and Urza's Mine, offer a very generous mana advantage—three cards provide you with seven mana. The Modern format includes cards from as far back as 2003, and there are some great spells that help assemble Urzatron. Expedition Map and Sylvan Scrying are two of these key spells, as they find us any land in our deck. By drawing one of these cards, it's possible to assemble Tron as early as turn three!

So what can we do with all this mana? The main win condition for this deck is Wurmcoil Engine. It's easy to cast, requiring only colorless mana. It's also very hard to deal with. Your opponent can use a removal spell, but unless it exiles the creature you will still be left with a couple of Wurm tokens. If the Wurms can't close out a game, Emrakul, the Aeons Torn is another great way to defeat your opponent. It's pretty expensive, but with cards like Eye of Ugin it's relatively easy to get into play.

Red-Green Tron controls the game with powerful colorless board sweepers, such as Oblivion Stone and Ugin, the Spirit Dragon. I'm really excited that Ugin is seeing play in Modern. Expensive planeswalkers usually can't keep up with the speed of the format, but in a Tron deck it can be cast as early as turn four.

This deck is very powerful and consistent. Most Modern players aren't packing Sowing Salt or Molten Rain in their sideboard, making RG Tron a great choice to bring to a tournament. Ali Aintrazi recognized that and piloted this Tron list to a first place finish at the StarCityGames Invitational in Columbus last weekend.