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Fog Bank


It turns out there are a lot of ways to build Tron decks in Pauper. This big mana engine is a great way for Blue decks to dominate the late game. Once you get there, the gameplan is pretty standard - lock things up with Pulse of Murasa, Mulldrifter, Mnemonic Wall, and Capsize. However, the path of getting to the lategame is often very different. Sometimes Tron decks rely on cheap removal spells like Flame Slash and Doom Blade. Other times they lean on haymakers like Fangren Marauder or Dinrova Horror. This build by Kleuter does neither:

Moment's Peace
This deck is all in on Fog being a good card in Pauper right now. Outside of trading your Mulldrifters for opposing creatures, you have absolutely no ways of interacting with the board. You don't even have Sea Gate Oracle to shore up the ground early on. You have a Condescend and Prohibit to stop your opponent from getting too far ahead, but besides that all you have is Moment's Peace and Cantrips.

The idea here is that you have more Forbidden Alchemys and Impulses than most Tron decks, so you'll establish Tron earlier in the game. Even if you can't, you have Moment's Peace to buy multiple turns and Mystical Teachings to find additional copies. Assuming that Moment's Peace is good in a given matchup, that should buy you enough time to start resolving Mulldrifters and Mnemonic Walls and take over from there.

So what does your lategame look like? While most Tron decks have cards like Ulamog's Crusher, Rolling Thunder, and Capsize to ensure that they have the lategame locked down, this deck is still dependening on fogs. Your end game involves Ghostly Flicker and Mnemonic Wall to generate a ton of value. Another Mnemonic Wall in the mix means that you can rebuy Moment's Peace infinitely. Stonehorn Dignitary accomplishes the same thing without leaving you vulnerable to Flaring Pain. Eventually, you can start looping Compelling Argument with Ghostly Flicker and Multiple Mnemonic Walls to mill your opponent out.

If Fog is good, then this deck seems great. However, it has many of the same weaknesses of other Tron decks, and has the potential to be far more fragile. Graveyard hate is doubly effective because your early game fogs and late game win condition are both entirely dependent on access to your graveyard. Land destruction is more effective because your deck can't do anything to advance the game without access to Tron. You'll even struggle to beat Flaring Pain because you have so little non-Moment's Peace interaction.

That said, if your opponents are trying to beat down and you're looking to do an awful lot of nothing, this seems like a great way to get it done.

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