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Mono-U Tron is a variation of the popular UrzaTron archetype that uses a combination of Urza's Mine, Urza's Power Plant, and Urza's Tower to produce four extra mana. As you can imagine, this allows you to throw down some awesome blow-outs and insurmountable win conditions rather early in the game. The Mono-U flavor of UrzaTron uses counterspells and card draw to stall out the first few turns until you can assemble the full UrzaTron and control the game with massive advantage and most likely a win-condition. Mono-U allows for a strong, consistent mana base as well as a simple and effective means of keeping a good grip on the early game as well as assembling your tron.
The classic way
of closing out a game with this deck would be the Academy Ruins + Mindslaver combo lock. The possibilities, however are indeed endless.
How the Deck Generally Operates:
Early turns you will want to put down an Expedition Map to find bits of Tron you're lacking, whilest disrupting the opponent's plan with counterspells like Remand and Condescend and refilling your hand with draw spells such as Thirst for Knowledge. Assemble your Tron. Get ready to drop your win-con. If you don't have one, Treasure Mage to the rescue.
Around turn four you'll want to start shaking things up. Put down your win-condition. Usually it's best to tutor for the win-condition depending on the situation with Treasure Mage and play accordingly. Wurmcoil Engine for
aggro decks, Sundering Titan for shockland-heavy opponents, Academy Ruins/Mindslaver to laugh maniacally as your opponent weeps. Platinum Angel is your "Oh Shit" card. Throw it down in times of turmoil. They can't win if you can't lose. If all else fails, beat down with a creature and keep up the counterspells. You'll win a surprising amount of games that way.
Weaknesses:
Blood Moon, basically. And anything faster than you.
Sample Decklist:
[deck]
//Creatures
4 Treasure Mage
3 Solemn Simulacrum
2 Wurmcoil Engine
1 Platinum Angel
1 Sundering Titan
//Instants & Sorceries
4 Condescend
4 Remand
3 Repeal
1 Spell Burst
4 Thirst for Knowledge
//Other Artifacts
4 Expedition Map
2 Mindslaver
3 Talisman of Progress
1 Oblivion Stone
//Lands
8 Island
4 Urza's Mine
4 Urza's Power Plant
4
Urza's Tower
1 Oboro, Palace in the Clouds
1 Tectonic Edge
1 Academy Ruins
[/deck]
Some Card Options:
Counters/Bounce Effects/Draw Effects -
Remand, Condescend, and Spell Burst - Essential counter suite. Remand is a fantastic tempo card, and Condescend shines early game. Spell Burst can become a soft-lock of sorts with excess mana.
Mana Leak - Dat Leak, though. Pretty soild all-around counter. Doesn't give you the benefit of tempo advantage, but catches a lot of things.
Repeal - Permanent bounce with tempo to boot. Solid card.
Thirst for Knowledge - Dig three whenever you please. Can help find Tron, win-conditions, counters, whatever else.
Lands -
Academy Ruins - Essential component of the hard-lock with Mindslaver. Brings back an artifact over and over ad
nauseum.
Tectonic Edge/Ghost Quarter - Land-be-gone. What mirror match?
Oboro, Palace in the Clouds - Sundering Titan? Come out ahead. Useful anytime you need to save a blue card.
Halimar Depths - Recommended by Aesnath - A blue source that allows you to fix your draws when it comes into play. Fantastic card so long as it's not ran alongside other "comes into play tapped" lands. Certainly worth considering.
Win Conditions -
Mindslaver - Ever see a game where two people switched sides on a table? This was likely the reason. Control your opponent's turn. Works nicely with Academy Ruins. LP, of the Fires notes that you can look at the sideboard of the opponent while this is in effect, as well. Awesome stuff.
Wurmcoil Engine - Solid card against anything creature-centered.
[c:
161vikpa]Sundering Titan[/c] - Swoop in, destroy lands, wreck face with a 7/10. Remove it if you dare.
Steel Hellkite - More of a sideboard card, but, meh. Destroys creatures and has pseudo-Firebreathing. Solid flying body.
Platinum Angel - While not a win-con in and of itself, can help you stick around long enough to find one.
Sideboard Options:
Spellskite Lightning rod. Catches a huge chunk of burn out there and stops many decks in their tracks. An easy four-of on the side, in my opinion.
Shadow of Doubt - Tutor stopper with a cantrip. Good stuff.
Ratchet Bomb/Engineered Explosives - Let's clean out come creatures!
Torpor Orb - Shuts down a lot of combos.
Trickbind - More combo hate.
Relic of Progenitus[/c:
161vikpa] - Graveyard hate.
[c]Etched Champion - I've seen this played in side or in place of Sad Robot in order to cover bases in the event you can't make a large win-condition stick around. Beating with these a few turns with counterspell backup is a way to win games, though not nearly as flashy.