When I first wrote about Murasa Tron, it won with the Peregrine Drake combo and played as a combo deck. In today's Pauper meta game, it has become a control deck with either a bunch of counter spells and some removal, or with a bunch of removal and a few counter spells, but the card Pulse of Murasa still plays a crucial role in the deck.
When you take a look at the deck list, one thing you will notice is that you don't have a very quick way of getting the full Urza Tron (having Urza's Tower, Urza's Mine, and Urza's Power Plant in play at the same time) in play. You don't have access to cards like Ancient Stirrings and you only play a couple of Expedition Maps. This is because you are a control deck that doesn't mind getting Urza Tron a little later into the mid game. Instead of trying to get it assembled as quickly as possible and play huge threat every turn, you use cheap removal spells such as Flame Slash to control the early game and use cards like Forbidden Alchemy to dig for the pieces and set up your control game for later.
The manabase of this version of Urza Tron is very tricky because you rely so much on your color sources and you don't play 8 Chromatic Star like effects to easily dig through your deck and get your colors going. You also must make as much out of every card as possible because the games will go long and you can end up drawing your spells in the wrong order. Another bad thing is you have very few win conditions in the deck, but instead of me rambling, let us see what makes this deck whole.
Mnemonic Wall – While being a really good blocker, it only costs 1 blue to cast and that makes it perfect for this deck because you can cast multiple spells in 1 turn. It also combos with Ghostly Flicker and can gain you infinite life with your lands or you can draw infinite cards with Mulldrifter or Prophetic Prism. It also can't be killed by Lightning Bolt, so it isn't easy to remove him from the battlefield.
Mulldrifter – I shouldn't have to explain this creature, I have spoken enough about him, so I will move on and not bore you all to death.
Sea Gate Oracle – He isn't the best creature in this deck because he doesn't do all that much for you and you would rather remove creatures from the battlefield or counter them so they never resolve, but at the very least, he holds down the fort and this creature helps when it can and also has the ability to draw infinite cards with Mnemonic Wall and Ghostly Flicker.
Flame Slash – This is the best removal spell you have offered to you. For only 1 red mana, you can kill basically anything in the Pauper format just shy of buffed creatures and Gurmag Angler.
Electrickery – In today's Pauper metagame, it is nice to have a board wipe for all the 1 toughness creatures running around. Decks like Delver Blue, Goblins and even Bogles are affected by this card and it can sometimes just be a blow out.
Twin Bolt – It can either kill 2 creatures or kill a 2 toughness creature. It isn't the best card, but like I said, it is nice to be flexible in many situations and be ready for any type of board state.
Rolling Thunder – I shouldn't have to explain this card. It is either a win condition or wipes your opponent's entire board state, it is a crucial piece to any Urza Tron deck.
Capsize – I think everyone understands why this card is in this deck. With Urza Tron, you are generating a ton of mana and you can sometimes find yourself bouncing back 3 permanents a turn, which by itself can just win the game.
Prohibit – Although this card is not as powerful as Counterspell, it does counter almost everything you would need it to and it only costs 1 blue 2 cast instead of 2, making it easier on your mana.
Condescend – I am not a big fan of this card, though I do understand that it is a very powerful spell. It can counter anything and take advantage of you having assembled Urza Tron and generate tons of mana and yes I know that is also has the text of scry 2. A lot of the time, I get caught with it late in the game where it doesn't counter anything and is just for 1 blue mana, scry 2 and so I choose to play 1 so that I can use it in specific situations and get the most out of it.
Mystical Teachings – This card should also be obvious in this deck. It gets anything you need in the right situation, for example: If you need a counter spell, you can go get one, same for removal, same for something like Pulse of Murasa and it also helps get Capsize and you will find yourself relying on Capsize more than almost anything else in your deck.
Forbidden Alchemy – Sometimes you can get unlucky and mill multiple cards you need, but other times it digs far and you can easily find what you need and throw dead cards to the graveyard. One big thing about this card is that it is a big help with finding you Tron pieces and it is an instant, which in my opinion and from testing, makes it better than Compulsive Research.
Think Twice – Just a good one of that helps you draw a couple of cards when you need it to. It could easily become something else.
Moment's Peace – A really good way at buying multiple turns to draw into you what you need and help you survive.
Pulse of Murasa – Not only does it gain you a lot of life, but it also can return a Tron piece from the graveyard if you need it or it can return a good creature from your graveyard and create a ton of card advantage. I personally love this card and it has won me a lot of games just by itself.
The rest of the lands are there to help with your colors and that is where it ends. The last thing I will say is make sure to build your manabase with a good color ratio in mind so that you can actually cast your spells.
Hydroblast and Pyroblast – These cards are for the matchups you expect them to be there for. Not much else to add on them past that.
Echoing Truth - This is just a generic spell that can be used for any situation, it is a flexible spot so it can easily be changed.
Diabolic Edict – When I put this in the sideboard, I figured it would be good for Bogles and UR Kiln Fiend, among other matchups. But it turns out to not actually be as good as I hoped.
Crypt Incursion – I personally love this card. Not only is it good against any type of graveyard strategy, but it can easily buy you tons of time against any aggro deck. I have gained more then 30 life with this card before and it always feels so good.
Ancient Grudge – This is for Affinity, but it can be used against the mirror to cut them off colors.
Serene Heart – This is for the Bogles matchup and pretty much nothing else.
Conclusion and Verdict
In conclusion, I do like this deck a lot. I have always been a fan of Urza Tron decks from when it was in Standard, to Modern and of course in Pauper. When you get Urza Tron going, you feel so dirty because of all the expensive spells you get to cast every turn. While your opponent is either slowly building their mana base or they are playing cheaper spells so they can work with the little mana they have, you are casting Mulldrifters and huge Rolling Thunders and just burying your opponent in card advantage.
Urza Tron does come with its own faults however and it almost always comes to not having enough color sources to actually cast your spells. You can also run out of good spells and find yourself digging through your deck and running out of gas quickly and that is something you have to deal with when you sign up with this archetype.
So what is the verdict? Would I recommend this deck? I absolutely would. There is no perfect way to build this type of Tron deck, as you can have a lot of removal like I chose to have, you could have more counter spells, or you could have a good mix of both and the choice is really up to your preference and play style. You will win games by landslides and lose games just as easily to either not gonna enough color mana or land destruction (Stone Rain for example) from your opponent and it is unfortunate, but can and will happen. Let me know in the comments how you would build this deck and I will gladly take your advice.
Thank you so much for reading and watching. See you next time!