Thanks. Yeah the thragtusk were great, got hit by a fulminator in a jund game and just kept jamming o-stones, thrags, and wurmcoils. I just did a 3-0-1 in a small tournament recently with mono-green tron (finally lol). i might share a decklist later.
ive always been a fan of witchbane orb. i always considered it too slow against burn but its great against valakut and sometimes storm.
Well I went 5-3 at the GP. 4-0 through the first half of the day; no byes, 2-0 UB Zombies, 2-0 Affinity, 2-1 RB Hollow One, 2-0 Abzan. Lost to Jund after a really, really bad set of draws (great opponent, but he wasn't hitting miracle lines to win) 0-2. Jund again, this time I drew well and went 2-0. To this point, besides the games against Jund, my draws and lines were working great all day. Cool, 5-1, just need to win at least one of the two remaining rounds. Burn 0-2, Burn 0-2. Harsh mulls and draws against the first opponent; decent (not amazing, but not bad at all) draws against some pretty optimal Burn lines meant no day two for me. Every single one of my opponents were great people, and were a great combination of competitive and cordial.
I posted previously about gearing up to face decks like Ponza and Storm, but I never faced them. They were both present, but not nearly in the numbers I expected (especially Ponza). 2 Witchbane Orb and 3 Warping Wail ended up being sub-optimal for what actually showed up compared to more traditional lines like 2 Wail or Spatial Contortion and three TKS. Wail was never more than a subpar removal spell, and none of the other modes came into play in any kind of impactful way. Orb was just not proactive enough, and I never hit one early enough to matter. I knew I was making myself softer to Burn by doing this, but man did it sting to get burned by my own subpar-in-hindsight audible back to back.
What did show? Tons of Tron (mostly green, some Eldrazi), hordes of midrange decks. I saw a number of GW decks (Company combo, Company value, Hatebear/Angel) doing well too.
Dismember came out more times than I would have expected; it's hard to justify against a lot of decks trying to race you with damage, and it under-performed at this event for me. Walking Ballista, on the other hand, did tons of work; it was as good or much better than Dismember in every position I played either of them today.
Crucible came in against the GBx decks, and I didn't get much use out of it because I only hit it once (and I got lucky on my opponents not having Fulminators early). That card has really proven itself over the past month or so though.
Very glad to have the three Thragtusks in the side today. Man that card won me some games. Relic and Claim were as good and as versatile as ever as well.
Not having maindeck graveyard hate never came back to bite me, but it easily could have. I'm leaning more toward cutting the Dismembers for now to include either two Relics, or one Relic and a fourth Ballista.
One Green Tron player there was packing four copies of Ulamog, along with a single Emrakul. Gross!
Sorry for the randomness; I have a lot on my mind and just wanted to dartboard some of it before I pass out. I hope some of you showed up and did some damage with your builds, and if you made the cut, good luck tomorrow!
The last decklist I played. For what its worth. I like playing in smaller events. I don't own canopy, crucible, or surgicals, but double sanctum and extra relics have been great. the sideboard needs some tweaking.
Not even sure what else to say, much of what Thenarus has been saying seems to line up with what i've been experiencing as well. worldbreaker has still been good for me in the mainboard, and ballista is amazing. I wouldnt mind working in some extra relics to the mainboard. Control is still an issue for me despite quick play by both sides. My last 3 matches with control have been a draw because of time issues. Extremely frustrating as I should have won all these matches. Opponents keep tapping down my team with cryptic commands so I never get to attack. Snapcaster then lets them recycle the cryptics so this process can take a while. But if opponents want play to get the draw instead of the loss I guess it's part of the game.
Some other things I'd like to add is that I've been keeping one landers to great success. (Forest/Stirrings/Stirrings/Sylvan/Sylvan/OStone/Karn) have gotten me turn 4 tron a couple times. I've also kept on the draw: (Mine/Star/Star/Sphere/Relic/Map/Map). Don't know if I'd keep that last hand on the play but on the draw theyre okay.
Some other things I'd like to add is that I've been keeping one landers to great success. (Forest/Stirrings/Stirrings/Sylvan/Sylvan/OStone/Karn) have gotten me turn 4 tron a couple times. I've also kept on the draw: (Mine/Star/Star/Sphere/Relic/Map/Map). Don't know if I'd keep that last hand on the play but on the draw theyre okay.
Not sure about sample hand 3 mulligan. I would lean towards mulligan but only because it also has no stirrings or scrying. So top decking star/sphere doesn't bail it out (in addition to map or power plant or green land). But usually hands with 2 different urza lands are keepable.
Some other things I'd like to add is that I've been keeping one landers to great success. (Forest/Stirrings/Stirrings/Sylvan/Sylvan/OStone/Karn) have gotten me turn 4 tron a couple times. I've also kept on the draw: (Mine/Star/Star/Sphere/Relic/Map/Map). Don't know if I'd keep that last hand on the play but on the draw theyre okay.
His arguments regarding Overgrown Tomb over Blooming Marsh seems fairly dubious to me:
I checked many decklists in building BG Tron at first, most decks played 《Blooming Marsh》 as BG land. But the best and basic plan is "Play Urza's land on turn 1 to 3", there are not many cases that you should play green mana within the 3rd turn. And also Tron uses all mana in every turn because Tron has many cantrips, so tap-in effect of 《Blooming Marsh》 on turn 4 or after is very fatal.
Easy example for that; You completed Urza's lands and played 《Karn Liberated》 on turn 3, but countered. Next turn, you want to play 《World Breaker》......but if you have 《Blooming Marsh》 as a only green mana source, it is tap-in and you can't play it! This is likely occur frequently and horrible situation, you know?
"Likely [to] occur frequently"? Not really. For this to matter, you need turn 3 Tron and Karn and World Breaker and no other way to get that Green mana. That's fairly unlikely. The situations in which Blooming Marsh's drawback is a liability is actually quite rare, particularly if you're also playing a card like Llanowar Wastes that can produce the required color mana immediately.
Not sure about sample hand 3 mulligan. I would lean towards mulligan but only because it also has no stirrings or scrying. So top decking star/sphere doesn't bail it out (in addition to map or power plant or green land). But usually hands with 2 different urza lands are keepable.
I think it is worth keeping. First, you have 2 of the 3 lands. If you draw Expedition Map or the remaining land, you're golden. Yes, Expedition Map will mean not assembling Tron until turn 4, but you don't assemble it on turn 3 most of the time anyway. Additionally, you have a Relic of Progenitus to give yourself an extra draw (and depending on who you're playing against, it might be a lifesaver).
Assuming you're on the play and thus only get 2 normal draws plus the Relic's draw, your odds of drawing one of those cards is (1-((45/53)*(44/52)*(43/51))*100%, which is 39.4%. Your odds are actually a little better than that because of the possibility of drawing the remaining Urza land on turn 4, or the ability to draw Chromatics to cycle further on turn 3. I'm not sure exactly how much that raises it, but it is worth noting.
Ordinarily that wouldn't necessarily be worth it, after all that's a 60% chance of not getting what you want. However, you also have an Oblivion Stone. Even without Tron you can generally activate that on turn 5 to blow the board, which is highly relevant against a lot of decks. Now, obviously, if you know you're up against a deck that doesn't care about Oblivion Stone, that's a factor to consider, but in the dark I think that hand is worth keeping.
Additionally, there is a small chance that you're up against a deck where Relic is an all-star like Dredge or Storm. Ultimately, you have a reasonable chance to get Tron by turn 4 and several cards that have a reasonable chance to be useful even if you don't. I believe it all adds up to make that hand worth keeping.
@lord seth - The mulligan guides I've read online say to keep any double urza land hand, I never looked into the math behind it. And at least the guy who wrote the deck guide explained his reasonings for his deck choices, even though I don't agree with them all. Anyway should we go back to Geier Reach Sanitarium?
Geier Reach is great to filter through chaff (usually late-game flooding), but it works best against opponents who aren't experienced in exploiting it. If they are, it can become a real liability. Now sure, Tron has some game-ending top decks, so in theory we should be slightly above parity with the mutual loot, but it's definitely blown up in my face a time or two. I actually played it the last time Indianapolis had a Modern GP, and I made it to the second day with it.
As of right now, my personal utility land of choice is Horizon Canopy; it gives me five lands that can produce green (along with the four Forests), and the ability to fetch and cycle is nice. Crucible out of the board can make it really do amazing things as well, but that's more of a fringe benefit than a reason to run either card, if that makes sense.
Heck, I had good luck for awhile with Sea Gate Wreckage; it's amazing if you mulligan aggressively, and can definitely steamroll once you get it going. It isn't good if you're flooding, though, and since that was happening to me more often than I'd like, the Wreckage got cut.
Played some Thursday night magic last night decided to go with Tron for the first time in a while and ended up going 4-0. List felt great. I beat the Eldrazi deck running the serum powder. Elves, Affinity, and Mardu Pyromancer.
2-1 against Burn
2-0 against Bogles
2-0 against Affinity
2-0 against Grixis Control
Everything just worked really well, except for one minor detail...Emrakul, the Promised End got sided out in almost every match. This slot will be the third Ulamog next week; my instinct is that it's still a little greedy, but it's definitely better than Emrakul. It might end up becoming a third Walking Ballista or a copy of Relic for the main, but right now it's probably going to be Ulamog for awhile to test it out.
I've always really loved the game plan of Tron and I think I want to get into Modern very soon. However, I'm a little nervous about the prospect of having to go up against Blood Moon AND Damping Sphere after Dominaria comes out. So I have a question for all of you seasoned pilots: what do you think "traditional" Tron's place is in the overall meta, and are you worried about that 1-2 punch as well? I liked Yoshihiko Ikawa's rationale for why Blood Moon isn't necessarily as good against Tron as some people might think, but the addition of another strong hate card in the meta feels like it throws another wrench into the equation. That being said, I'm undecided on which version is best. Is Thoughtseize (and the versatility of Collective Brutality) better to have against them so the deck can be proactive? Or is having access to a wider variety of artifact/enchantment hate (like GR has) more valuable? Or, finally, is the consistency of Mono Green the best way to go? My local meta includes a fair share of Burn and also a couple prison decks, so I think I'd see more of those cards on a week to week basis, but I also want to be prepared for larger events if I decide to attend them. I'd love to know what any of you think. Thanks!
On a final note, what do you guys think about 1 vs 2 copies of Ugin? Is multiple too greedy with all the land hate going around right now?
A lot of people who are die-hards will stick with the deck. The people that Damping Sphere will scare off, at least for the first little while, are the players who aren't fully committed to the deck (looking to possibly pick it up, or have plenty of decks and the thought of losing percentage points scares them into their others). So Gx Tron will probably decline slightly at first...then people will realize that it gets indirectly helped out by Sphere by way of it hurting the fastest decks that are the worst matches to face. I'd happily deal with Damping Sphere based midrange or control decks instead of Gifts Storm and KCI.
For those that do stick around...expect Damping Sphere to be in anything that doesn't get majorly tripped up by it, and plan accordingly. We already know that tools we already play like Oblivion Stone and Nature's Claim will help, and lower-curve threats out of the board can do good work as well. My biggest fear about Sphere itself is from decks we don't normally bring in artifact hate for, like Jund.
To address the "1-2 punch" question of both Sphere and Blood Moon taking us out of games...that's basically two turns of not playing threats against us; the Moon is basically a slower effect that is worse. The far scarier scenarios involve early Moon or Sphere with a fast clock. I will be trying a fourth artifact/enchantment answer out of the board personally, but nothing more drastic than that.
As far as which version of Gx Tron will be best...that's a complex question, and your own meta and play preferences will definitely help determine this. GB has the awesome black discard spells, but since the fastest decks might be taking the real hit, that might not be as good as mono-green (most consistent with the main game plan) or even GR (best against swarm decks, especially Affinity). All are proven decks, though, within just a point or two of each other depending on the circumstances, so I feel like they're all very playable. Since you mentioned you see a lot of Burn and prison decks, GB would be my version of choice.
It seems a growing number of Tron players are ditching the second copy of Ugin, usually for a single All is Dust, or to make room for more maindeck Relics. While there may be metas with more artifacts and Eldrazi (including the mirror), the number of matches that a resolved Ugin just ends on the spot, for me, justifies the second copy. If you are also seeing a lot of Remand, land destruction, or fast enough decks that just don't care about it, you should be less attached to the second copy.
I'm a huge advocate of the RG Tron build. In my build, I main 3x Firespout. What do you guys think is the best red boardwipe? Firespout, pyroclasm, or kozilek's return? I see the benefits of each. Firespout does more damage which can be very relevant, especially with humans. Pyroclasm is faster. K Return can be searched with Ancient Stirrings and has a cool grave cast ability. On top of that, some decks have been running 2 World Breakers to utilize the K Return better. Is it worth it? I like maining 2x Relic and it feels awkward if Relic and K Return are in the same deck.
Went 2 and 2 a week ago at an fnm. Lost to burn and r/g eldrazi. Beat up on a pair of jund decks. The eldrazi matchup feels winnable but I took heavy mulligans and got blown out by turn 2 thought knot seers. If I were to play the deck again I'd dump emrakul and try to get more relics back in the mainboard.
Yeah, Emrakul's a fun-of for FNMs, but the variance in both the turn you can cast it as well as its impact when it hits the board is just...not good. Sure, we can all name corner-cases that would allow Emmy 2.0 to be amazing, but in practice, they are much less common than, say, situations where Ulamog would have just been better. This deck is powerful enough that players with Emmy 2.0 can still finish well, but it's very difficult for me to see her value over other cards that could occupy that slot outside of well-scouted local metas. I love the card, but it's just rarely optimal. Heck, I played it last week as I went 4-0 at our local FNM, but it was absolutely the one card I would have made something else if I had the chance.
As far as GR Tron goes...I wouldn't jam double World Breakers just to try for the cast trigger for Kozilek's Return; extra copies of Ulamog could do that well enough, and right now they're likely better than any copy of World Breaker after the first one. The main thing to recognize with GR Tron is to use your red cards to ensure you live long enough to get the tried-and-true Tron action online. Think of the Kozilek's Return trigger as a bonus more than anything if it happens; the much more important reasons to play it, as you mentioned, are the ability to Stirrings for it, as well as to be able to cast it at instant speed. Your meta should determine your mix, and I would consider trying Lightning Bolt as well to compliment your sweepers (plus it's never dead, unlike most of the sweepers in GR).
A query for the veterans...I've really enjoyed playing Tron these past few months and have tried out most of the color combinations. I understand the deck well now...the only thing I could never fully understand was, why World Breaker? Out of all the possible cards in the Magic universe, why is this particular one chosen? I see that it has high toughness and has reach, can remove a permanent of certain types and can come back from the graveyard...but does this make it the best possible choice for the slot?
Not that I don't think the card is good, I am just a little surprised that it is viewed as the best possible option.
A query for the veterans...I've really enjoyed playing Tron these past few months and have tried out most of the color combinations. I understand the deck well now...the only thing I could never fully understand was, why World Breaker? Out of all the possible cards in the Magic universe, why is this particular one chosen? I see that it has high toughness and has reach, can remove a permanent of certain types and can come back from the graveyard...but does this make it the best possible choice for the slot?
Not that I don't think the card is good, I am just a little surprised that it is viewed as the best possible option.
It's just a really versatile card that does things that your other cards in that mana slot (Karn/Wurmcoil) can't do. The cast trigger is really important against UWx when they're holding up a counter for your Karn or Wurmcoil, and you still get value if they Path it. It's the best card against Affinity other than O-Stone because it kills their best thing and can block anything. Similar scenario against Boggles and Eldrazi Tron. Against Hollow One it can kill the eponymous creature/Blood Moon and still block their Phoenix. It's the best card in the mirror along with Karn. Etc. And the recursion ability is just gravy.
Also, this is fairly corner case, but a surprising amount of people don't realize the card has Reach, I guess because of how the keyword is positioned in the textbox. I must have had a dozen Insectile Abberations fly directly into my World Breaker over the time when that matchup existed.
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ive always been a fan of witchbane orb. i always considered it too slow against burn but its great against valakut and sometimes storm.
I posted previously about gearing up to face decks like Ponza and Storm, but I never faced them. They were both present, but not nearly in the numbers I expected (especially Ponza). 2 Witchbane Orb and 3 Warping Wail ended up being sub-optimal for what actually showed up compared to more traditional lines like 2 Wail or Spatial Contortion and three TKS. Wail was never more than a subpar removal spell, and none of the other modes came into play in any kind of impactful way. Orb was just not proactive enough, and I never hit one early enough to matter. I knew I was making myself softer to Burn by doing this, but man did it sting to get burned by my own subpar-in-hindsight audible back to back.
What did show? Tons of Tron (mostly green, some Eldrazi), hordes of midrange decks. I saw a number of GW decks (Company combo, Company value, Hatebear/Angel) doing well too.
Dismember came out more times than I would have expected; it's hard to justify against a lot of decks trying to race you with damage, and it under-performed at this event for me. Walking Ballista, on the other hand, did tons of work; it was as good or much better than Dismember in every position I played either of them today.
Crucible came in against the GBx decks, and I didn't get much use out of it because I only hit it once (and I got lucky on my opponents not having Fulminators early). That card has really proven itself over the past month or so though.
Very glad to have the three Thragtusks in the side today. Man that card won me some games. Relic and Claim were as good and as versatile as ever as well.
Not having maindeck graveyard hate never came back to bite me, but it easily could have. I'm leaning more toward cutting the Dismembers for now to include either two Relics, or one Relic and a fourth Ballista.
One Green Tron player there was packing four copies of Ulamog, along with a single Emrakul. Gross!
Sorry for the randomness; I have a lot on my mind and just wanted to dartboard some of it before I pass out. I hope some of you showed up and did some damage with your builds, and if you made the cut, good luck tomorrow!
3x wurmcoil engine
1x worldbreaker
2x ulamog, the ceaseless hunger
4x karn liberated
2x ugin, the spirit dragon
4x oblivion stone
2x dismember
4x urza's tower
4x urza's mine
4x urza's power plant
4x forest
2x sanctum of ugin
1x ghost quarter
4x expedition map
4x sylvan scrying
4x ancient stirrings
4x chromatic sphere
4x chromatic star
2x spatial contortion
3x relic of progenitus
1x grafdigger's cage
1x life from the loam
2x thought-knot seer
2x thragtusk
Not even sure what else to say, much of what Thenarus has been saying seems to line up with what i've been experiencing as well. worldbreaker has still been good for me in the mainboard, and ballista is amazing. I wouldnt mind working in some extra relics to the mainboard. Control is still an issue for me despite quick play by both sides. My last 3 matches with control have been a draw because of time issues. Extremely frustrating as I should have won all these matches. Opponents keep tapping down my team with cryptic commands so I never get to attack. Snapcaster then lets them recycle the cryptics so this process can take a while. But if opponents want play to get the draw instead of the loss I guess it's part of the game.
I checked many decklists in building BG Tron at first, most decks played 《Blooming Marsh》 as BG land. But the best and basic plan is "Play Urza's land on turn 1 to 3", there are not many cases that you should play green mana within the 3rd turn. And also Tron uses all mana in every turn because Tron has many cantrips, so tap-in effect of 《Blooming Marsh》 on turn 4 or after is very fatal.
Easy example for that; You completed Urza's lands and played 《Karn Liberated》 on turn 3, but countered. Next turn, you want to play 《World Breaker》......but if you have 《Blooming Marsh》 as a only green mana source, it is tap-in and you can't play it! This is likely occur frequently and horrible situation, you know?
"Likely [to] occur frequently"? Not really. For this to matter, you need turn 3 Tron and Karn and World Breaker and no other way to get that Green mana. That's fairly unlikely. The situations in which Blooming Marsh's drawback is a liability is actually quite rare, particularly if you're also playing a card like Llanowar Wastes that can produce the required color mana immediately.
I think it is worth keeping. First, you have 2 of the 3 lands. If you draw Expedition Map or the remaining land, you're golden. Yes, Expedition Map will mean not assembling Tron until turn 4, but you don't assemble it on turn 3 most of the time anyway. Additionally, you have a Relic of Progenitus to give yourself an extra draw (and depending on who you're playing against, it might be a lifesaver).
Assuming you're on the play and thus only get 2 normal draws plus the Relic's draw, your odds of drawing one of those cards is (1-((45/53)*(44/52)*(43/51))*100%, which is 39.4%. Your odds are actually a little better than that because of the possibility of drawing the remaining Urza land on turn 4, or the ability to draw Chromatics to cycle further on turn 3. I'm not sure exactly how much that raises it, but it is worth noting.
Ordinarily that wouldn't necessarily be worth it, after all that's a 60% chance of not getting what you want. However, you also have an Oblivion Stone. Even without Tron you can generally activate that on turn 5 to blow the board, which is highly relevant against a lot of decks. Now, obviously, if you know you're up against a deck that doesn't care about Oblivion Stone, that's a factor to consider, but in the dark I think that hand is worth keeping.
Additionally, there is a small chance that you're up against a deck where Relic is an all-star like Dredge or Storm. Ultimately, you have a reasonable chance to get Tron by turn 4 and several cards that have a reasonable chance to be useful even if you don't. I believe it all adds up to make that hand worth keeping.
@BeWat3r - posting a decklist is always nice
As of right now, my personal utility land of choice is Horizon Canopy; it gives me five lands that can produce green (along with the four Forests), and the ability to fetch and cycle is nice. Crucible out of the board can make it really do amazing things as well, but that's more of a fringe benefit than a reason to run either card, if that makes sense.
Heck, I had good luck for awhile with Sea Gate Wreckage; it's amazing if you mulligan aggressively, and can definitely steamroll once you get it going. It isn't good if you're flooding, though, and since that was happening to me more often than I'd like, the Wreckage got cut.
Im at the moment testing this deck:
4 Karn Liberated
1 Ugin, the Spirit Dragon
Creatures
3 Ulamog, the Ceaseless Hunger
1 World Breaker
2 Walking Ballista
3 Wurmcoil Engine
Socery
4 Ancient Stirrings
4 Sylvan Scrying
Instants
1 All Is Dust
2 Dismember
Artifacts
4 Chromatic Sphere
4 Chromatic Star
4 Expedition Map
4 Oblivion Stone
3 Forest
1 Ghost Quarter
1 Llanowar Wastes
1 Overgrown Tomb
1 Sanctum of Ugin
4 Urza's Mine
4 Urza's Power Plant
4 Urza's Tower
2 Collective Brutality
2 Nature's Claim
2 Relic of Progenitus
1 Spatial Contortion
1 Swamp
2 Thought-Knot Seer
3 Thoughtseize
2 Thragtusk
Online and maybe at next on some FNM in germany hannover.
https://tappedout.net/mtg-decks/30-12-15-gr-tron/?cb=1521814007
GR Tron RG
RUGRUGGUR
Legacy
WDeath and TaxesW
2-1 against Burn
2-0 against Bogles
2-0 against Affinity
2-0 against Grixis Control
Everything just worked really well, except for one minor detail...Emrakul, the Promised End got sided out in almost every match. This slot will be the third Ulamog next week; my instinct is that it's still a little greedy, but it's definitely better than Emrakul. It might end up becoming a third Walking Ballista or a copy of Relic for the main, but right now it's probably going to be Ulamog for awhile to test it out.
4 Urza's Mine
4 Urza's Power Plant
4 Urza's Tower
4 Forest
1 Horizon Canopy
1 Ghost Quarter
1 Sanctum of Ugin
Creatures (9):
1 World Breaker
2 Walking Ballista
3 Wurmcoil Engine
3 Ulamog, the Ceaseless Hunger
2 Ugin, the Spirit Dragon
4 Karn Liberated
Removal (6):
2 Dismember
4 Oblivion Stone
Mana Fixing (20):
4 Chromatic Sphere
4 Chromatic Star
4 Expedition Map
4 Ancient Stirrings
4 Sylvan Scrying
1 Crucible of Worlds
2 Warping Wail
3 Relic of Progenitus
3 Nature's Claim
3 Thought-Knot Seer
3 Thragtusk
Shower thought: Broken Bond has better synergy with Life From the Loam than with Crucible of Worlds.
On a final note, what do you guys think about 1 vs 2 copies of Ugin? Is multiple too greedy with all the land hate going around right now?
UW Approach UW
EDH
U Azami, Lady of Scrolls U
For those that do stick around...expect Damping Sphere to be in anything that doesn't get majorly tripped up by it, and plan accordingly. We already know that tools we already play like Oblivion Stone and Nature's Claim will help, and lower-curve threats out of the board can do good work as well. My biggest fear about Sphere itself is from decks we don't normally bring in artifact hate for, like Jund.
To address the "1-2 punch" question of both Sphere and Blood Moon taking us out of games...that's basically two turns of not playing threats against us; the Moon is basically a slower effect that is worse. The far scarier scenarios involve early Moon or Sphere with a fast clock. I will be trying a fourth artifact/enchantment answer out of the board personally, but nothing more drastic than that.
As far as which version of Gx Tron will be best...that's a complex question, and your own meta and play preferences will definitely help determine this. GB has the awesome black discard spells, but since the fastest decks might be taking the real hit, that might not be as good as mono-green (most consistent with the main game plan) or even GR (best against swarm decks, especially Affinity). All are proven decks, though, within just a point or two of each other depending on the circumstances, so I feel like they're all very playable. Since you mentioned you see a lot of Burn and prison decks, GB would be my version of choice.
It seems a growing number of Tron players are ditching the second copy of Ugin, usually for a single All is Dust, or to make room for more maindeck Relics. While there may be metas with more artifacts and Eldrazi (including the mirror), the number of matches that a resolved Ugin just ends on the spot, for me, justifies the second copy. If you are also seeing a lot of Remand, land destruction, or fast enough decks that just don't care about it, you should be less attached to the second copy.
As far as GR Tron goes...I wouldn't jam double World Breakers just to try for the cast trigger for Kozilek's Return; extra copies of Ulamog could do that well enough, and right now they're likely better than any copy of World Breaker after the first one. The main thing to recognize with GR Tron is to use your red cards to ensure you live long enough to get the tried-and-true Tron action online. Think of the Kozilek's Return trigger as a bonus more than anything if it happens; the much more important reasons to play it, as you mentioned, are the ability to Stirrings for it, as well as to be able to cast it at instant speed. Your meta should determine your mix, and I would consider trying Lightning Bolt as well to compliment your sweepers (plus it's never dead, unlike most of the sweepers in GR).
Not that I don't think the card is good, I am just a little surprised that it is viewed as the best possible option.
It's just a really versatile card that does things that your other cards in that mana slot (Karn/Wurmcoil) can't do. The cast trigger is really important against UWx when they're holding up a counter for your Karn or Wurmcoil, and you still get value if they Path it. It's the best card against Affinity other than O-Stone because it kills their best thing and can block anything. Similar scenario against Boggles and Eldrazi Tron. Against Hollow One it can kill the eponymous creature/Blood Moon and still block their Phoenix. It's the best card in the mirror along with Karn. Etc. And the recursion ability is just gravy.
Also, this is fairly corner case, but a surprising amount of people don't realize the card has Reach, I guess because of how the keyword is positioned in the textbox. I must have had a dozen Insectile Abberations fly directly into my World Breaker over the time when that matchup existed.