How soon do you have Tron?
Tron found by turn
Recalculating…
| Turn | On the play | On the draw | New this turn | Natural | Map | Crop | Other help |
|---|
Method
Sampling. Play and draw are separate seeded Monte Carlo runs at the selected sample count. Each game shuffles the configured 60-card deck, and every unnamed slot is an inert card. The fixed seed makes identical inputs reproducible.
Mulligans. Keep seven always keeps. Balanced keeps two-to-five-land hands with two Tron names, or one name plus Map, live Crop, or castable modeled dig; colored spells need access and Insight also needs usable fodder. Aggressive asks for natural Tron or at least two names plus Map, live Crop, or dig. Both plans stop at four cards and bottom by a fixed assembly-value ranking.
Pilot. Every game follows the same deterministic, assembly-first policy. It makes one land drop, pays printed costs, uses available fixing, and generally resolves draw or selection before tutoring while only one Tron name is known. It preserves a missing piece known on top and avoids Crop lines that sacrifice a unique secured name. The action order is a heuristic, not an exhaustive search of every legal line.
Counting. Completion is checked after every draw and action. Hand + field counts distinct names across both zones; Field only counts the battlefield. The draw gets a turn-one card and the play does not. Each row is cumulative except New this turn. Natural, Map, Crop, and Other help are exclusive route buckets; ties are assigned Map, then Crop, then Other help.
Uncertainty. The ± value is the 95% binomial margin for the on-the-play cumulative estimate. This measures sampling error, not modeling error: the simulator has no opponent, interaction, or matchup-dependent reasons to spend mana differently.