Urza's Mine
Tron's namesake, and the piece of the puzzle that makes the whole assembly legible as a design. Each of the three lands is a colorless source on its own, but the conditional clause rewrites the rate the moment all three are on the battlefield: six mana from three lands by turn three, on the play, with no ramp spell cast. That is the engine every Urzatron deck has been built around for thirty years, from old Stax shells through Mono-Green Tron's procession of Karn, the Great Creator and Ulamog finishers. The design hides nothing: no clever templating, no buried cost. Three specific lands assemble, and the mana base of a deck becomes a ramp package. The friction is finding all three, which is why the archetype has always lived or died by its tutoring and card-selection suite (Sylvan Scrying, Expedition Map, Ancient Stirrings). What makes the cycle a permanent fixture of the design conversation is that the payoff is generous enough to chase but conditional enough to fail; a hand of two Mines and a Tower is just three colorless sources, and the deck has to ship it back. Few lands have generated as much downstream design (anti-Tron sideboard cards, land-destruction reprints, the recurring question of whether to reprint the cycle into a new format) from a single ability line.

Rules text
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Other printings
- Modern Horizons 3 Commander#401
- Commander Masters#1051
- Jumpstart 2022#829
- Magic Online Promos#82810
- Double Masters#329
- Double Masters#370
- Magic Online Promos#69262
- Masters Edition IV#257d
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- Masters Edition IV#257b
- Masters Edition IV#257a
- Masters Edition IV#257c
- Ninth Edition#327
- Ninth Edition#327★
- Eighth Edition#328
- Eighth Edition#328★
- Fifth Edition#427
- Rinascimento#177
- Rinascimento#175
- Rinascimento#176
- Rinascimento#178
- Chronicles#114a
- Chronicles#114c
- Chronicles#114b
- Chronicles#114d
- Antiquities#83d
- Antiquities#83c
- Antiquities#83b
- Antiquities#83a






























