Dime a Dozen #114: Pulse Tron in Post-Ban Pauper

Now that the format’s most effective infinite combo is banned, it’s time to go back to durdling around! Today Jason celebrates by pairing Pulse of Murasa with Mnemonic Wall in the 2-Mans.

Hi folks!

Just want to tell you a bit about the deck we’re playing for this installment.

First of all, here’s the list.

Murasa Tron is a big mana control deck seeking to fend off early aggressors and then overwhelm with unfair mana, multiple value plays a turn, and creature recursion by way of Mnemonic Wall for Pulse of Murasa.

My version differs from others in a few ways. I’m opting for a more traditional tap-out style of game in which we try to use all of our mana during our turn to invalidate whatever the opponent is trying to do on theirs. This is not always the case with Murasa Tron, as some lists incorporate “draw-go” components like Condescend, Mystical Teachings, etc.

Yes, there is still a bit of permission hanging around in our list, but it’s mostly intended to ward off opposing countermagic. This is why my counters of choice are Dispel and Prohibit. Each deals with Counterspell efficiently while still having targets in many other decks.

To reiterate, we generally want to be using all of our mana rather than repeatedly holding some of it up. This is because tapping three lands to cast Mulldrifter or Ulamog’s Crusher will almost always be better than whatever our opponents can do with three lands of their own. In the case of this deck, countering is usually counterintuitive.

This can only work, however, if we bolster our plan with Stage One cards. I’m talking spells that cost a single mana and keep us alive and keep us ahead on mana efficiency in the absolutely critical early turns. A big mistake when it comes to building Tron decks is assuming that we’ll always have all Urza pieces early, and that three mana or higher spells will benefit us more than one mana spells will.

Preordains and 1-CMC removal will not only save our tails when we are on “pedestrian” mana, it will also stay relevant later in the game. Perhaps best of all, it will amplify the snowball effect by pairing with our draw and our expensive spells to allow for triple-spelling, quadruple-spelling, etc., in a single turn. Being able to do this puts the game out of our opponent’s reach very quickly.

Singleton Izzet Signet! I love this addition, not because it ramps (though that can never be bad) but because it raises our blue sources to a healthy 16 and our red sources to a reasonable 13. 16 blue gives us a great chance of having one in our opener, and early draw like Preordain should help us dig up some red in time.

Jumping way ahead to the sideboard, you’ll notice that it’s for the most part extremely straightforward. This is certainly to a fault, and will become more fine-tuned over time. The four copies of Spreading Seas should stand out right away, and the logic there is to slow down decks we don’t have much interaction with while at the same time propelling us to our end game (which is of course our typical path to victory).

Sure, we could hedge better against Hexproof (for instance) with Serene Heart or something, but if we draw it at the wrong time or don’t find green we are still toast. Seas not only gets cast with zero trouble, but also it digs us deeper, potentially finds more copies of itself, and potentially screws those blitzing, non-interactive decks out of the entire game. I intend to board this in against Burn, Hexproof, Tron, etc. Not saying this is the best sideboard strategy ever, but it’s something I want to give a shot.

That’s all I have to say about that.


You can find Jason
on MTGO as BambooRush
and on Twitter @dimecollectorsc.


Comments are closed.