After playing a few local tournaments with this list and tweaking it, this is where I'm at. Looking for feedback and potential card swaps you guys would make.
As far as the deck goes the goal is to play artifacts early and start pumping out improvise cards, hopefully as early as turn 3. Eventually you should outvalue your opponents after turning the corner and winning should be straightforward from there. Marionette Master is a great wincon to draw into.
Sideboard is to sure up the aggro matchup mainly, provide answers to Scarab Gods and Carnage Tyrants, and too have Saheeli and Heart of Kiran for the midrange matchup.
All we need to do if blue based control increases is add a Cavern of Souls, and make sure we have access to 1-2 Oblivion Ring effects in the maindeck. This will allow us to reset Jace or nip it early. Even if they do bounce it or exile it we have a lot of time. Sun Titan can bring them back too and with Emeria, the Sky Ruin and Proc we will be straining their exile effects. Most matchups I want my oring and blight except aggro so I tend to prefer the one mana difference. Ixalan's Binding will make its way into my sideboard, but I find being able to curve into Ranger of Eos more important for me than to have access to cycling or flash. Also as I play monowhite and have Sun Titan I obviously prefer the three cost to bring back fallen or discarded exile effects.
@Demanic
I like having 4 Ghost Quarter because my typical line against Tron is too spend my first few turns tutoring ghost quarter and destroying Tron lands. 2 Mana is so much in the early game where killing Tron matters the most. With crucible of worlds and wayfarer you can recover the land disadvantage or by just pathing your own guys.
The goal here is to slam Bontu's Monument then cast a bunch of dudes. These dudes draw you more dudes and kill their dudes. A lot of solid blockers and card draw going on here. I particularly am looking forward to abusing Oathsworn Vampire to get a one mana dude that just keeps pinging. It might be correct to play Yahenni, Undying Partisan here to combo off with, but this is my prototype for now. Looking to get some feedback before I buy some of the cards. Treasure Keeper is a card I'm looking forward to trying out as it gets you two cast triggers out of one card assuming you don't hit map or monument with it. Bonewhip Punisher, Ravenous Chupacabra, and Vengeful Rebel are there for removal as needed, it may be correct to maindeck more of these if aggro starts becoming more popular in my area (Mostly playing against Torrential Gearhulk based control decks at my lgs).
Ghost Quarter a tron land. Surgical Extraction it. Hope they don't draw enough lands to hard cast their threats before you get a land destruction lock or kill them
If you run 2 weathered wayfarer and surgical extraction in the board you can win pretty handily. Eldrazi tron is pretty easy to beat with our deck so I'll assume you mean og Tron. Sideboard cards that are good against Tron are Stony silence, surgical, and hex parasite if you're mono white. Crucible of worlds replacing the 24th land helps too. I play 4 ghost quarters and recently swapped 1 tectonic edge for the new land destruction.
I have run Chalice as a meta card for my fnm in the sideboard to have a cheap threat for control to have to deal with that comes back with Sun Titan. It was mediocre at best so I cut it. If you want three mana threats try Gideon, Geist, or Mirran Crusader
Below are cards that I find to be viable for proc. For the most part I tried to put the staples up top with flex or tech cards towards the bottom. Also some cards are obviously playable in any version, I included them with their respective colors as they are easier to cast in that version.
Black has some tech cards and lets you pay black phyrexian mana. (last few are playable in all just better with black)
I think playing a Primal Well or two doesn't make us a control deck. I just think it's a pretty decent card that provides a lot of synergy and power once it flips. Turbofog has always been about preventing damage, wiping the board, and having a few wincons you turbo into to win after you've stalled out the game. It uses a lot of the same tools as control so even though it's a fog deck it's definitely on the same spectrum as control.
Metallurgic Summoning is a great wincon. For Primal Well I have to disagree. Double triggers on our spells is extremely useful. Great against counterspells, and great with glimmer / heiroglyphic illumination. Also makes Hour of Devastation gauranteed to absolutely obliterate the board xD. Approach of the Second Sun I believe becomes a one shot too which is sick.
Blinding Fog is bad. I tldr'd the card xD. Good catch.
Bounty of the Luxa is a decent card for us if you're in the market for some turbo.
Those are the cards I would consider running. Kefnet is good. I'd mostly focus on spells and gearhulk. Then we just need a way to close the game. Not sure on that one but we have plenty of options still available like Dynavolt Tower.
Edit: if you wanted you could make kefnet your main wincon and use the destroy all permanents spell in white. Personally I prefer hour of devastation still.
I started out with monoblack and found that I was struggling to beat control/combo. Mettalic Rebuke and Tezzeret help a lot there. I'm looking forward to getting duress back. Syndicate Trafficer is very good, but I'm not sure what I'd cut. Maybe panharmonicon.
As far as the deck goes the goal is to play artifacts early and start pumping out improvise cards, hopefully as early as turn 3. Eventually you should outvalue your opponents after turning the corner and winning should be straightforward from there. Marionette Master is a great wincon to draw into.
Sideboard is to sure up the aggro matchup mainly, provide answers to Scarab Gods and Carnage Tyrants, and too have Saheeli and Heart of Kiran for the midrange matchup.
3 Walking Ballista
4 Glint-Nest Crane
4 Maverick Thopterist
1 Marionette Master
3 Herald of Anguish
Artifacts:13
4 Renegade Map
3 Prophetic Prism
4 Servo Schematic
2 Treasure Map
Sorceries:5
2 Battle at the Bridge
1 Bontu's Last Reckoning
2 Reverse Engineer
4 Metallic Rebuke
Others:4
4 Tezzeret the Schemer
Lands:19
1 Arch of Orazca
2 Dragonskull Summit
4 Drowned Catacomb
2 Island
1 Mountain
2 Spire of Industry
4 Spirebluff Canal
3 Swamp
3 Contraband Kingpin
1 Marionette Master
2 Heart of Kiran
2 Bontu's Last Reckoning
2 Yahenni's Expertise
2 Vraska's Contempt
3 Saheeli Rai
This is good for us. We can tune for jace and midrange now. Don't leave home without leyline and orings.
I like having 4 Ghost Quarter because my typical line against Tron is too spend my first few turns tutoring ghost quarter and destroying Tron lands. 2 Mana is so much in the early game where killing Tron matters the most. With crucible of worlds and wayfarer you can recover the land disadvantage or by just pathing your own guys.
4 Dusk Legion Zealot
4 Glint-Nest Crane
4 Glint-Sleeve Siphoner
4 Oathsworn Vampire
4 Filigree Familiar
4 Trophy Mage
4 Gonti, Lord of Luxury
4 Ravenous Chupacabra
1 Treasure Keeper
4 Renegade Map
4 Bontu's Monument
Lands:19
4 Aether Hub
1 Arch of Orazca
4 Drowned Catacomb
1 Evolving Wilds
4 Fetid Pools
1 Island
4 Swamp
4 Gifted Aetherborn
3 Banewhip Punisher
1 Bontu the Glorified
4 Vengeful Rebel
3 Treasure Keeper
Black has some tech cards and lets you pay black phyrexian mana. (last few are playable in all just better with black)
Blue (note that Angelic Destiny is playable in any list but only shines with Geist of Saint Traft, same with swords)
Red
Green
Mardu
Junk
Esper
Naya
Blinding Fog is bad. I tldr'd the card xD. Good catch.
Bounty of the Luxa is a decent card for us if you're in the market for some turbo.
Primal Amulet
Opt
Those are the cards I would consider running. Kefnet is good. I'd mostly focus on spells and gearhulk. Then we just need a way to close the game. Not sure on that one but we have plenty of options still available like Dynavolt Tower.
Edit: if you wanted you could make kefnet your main wincon and use the destroy all permanents spell in white. Personally I prefer hour of devastation still.