Type: Deck Idea
Format (legal 👍) modModern
Approx. Value:
$135.69

0 Likes 0 Comments
Avg. CMC 2.7
Card Color Breakdown
Card Type Breakdown

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Main Deck - 60 cards, 15 distinct
Columns
Name  Edition $ Type Cost
Rarity Color
Creature (26)
3 Felidar Sovereign
$5.14 Creature - Cat Beast
4 Fiend Hunter
$0.12 Creature - Human Cleric
3 Grand Abolisher
$7.60 Creature - Human Cleric
4 Pride Guardian
$0.11 Creature - Cat Monk
4 Serra Avenger
$0.34 Creature - Angel
4 Stonehorn Dignitary
$0.23 Creature - Rhino Soldier
4 Wall of Omens
$0.28 Creature - Wall
Instant (3)
3 Saving Grasp
$0.08 Instant
Sorcery (4)
4 Serum Visions
$0.66 Sorcery
Planeswalker (3)
3 Venser, the Sojourner
$5.54 Legendary Planeswalker - Venser
Land (24)
4 Ghost Quarter
$0.59 Land
4 Glacial Fortress
$0.82 Land
4 Hallowed Fountain
$8.72 Land - Plains Island
2 Island
$0.12 Basic Land - Island
10 Plains
$0.06 Basic Land - Plains
Sideboard - 15 cards, 5 distinct
Name  Edition $ Type Cost
Rarity Color
Creature (6)
3 Meddling Mage
$0.66 Creature - Human Wizard
3 True Believer
$1.65 Creature - Human Cleric
Sorcery (2)
2 Wrath of God
$4.10 Sorcery
Enchantment (7)
3 Ghostly Prison
$5.32 Enchantment
4 Oblivion Ring
$0.30 Enchantment

Notes
 
This is a Modern take on Death and Taxes, though it's definitely not your typical D&T deck. What makes this deck different is primarily the use of Serra Avenger and Wrath of God. The idea being to if one gets to late game, use the WOG then play Serra, or protect Serra from WOG with Fiend Hunter etc.

There's a lot of removal and neutralization via Grand Abolisher, True Believer, Fiend Hunter, Path to Exile, Silence, Curse of Exhaustion, Wrath of God and Venser. This deck is designed to make it very difficult for the opponent to play the game the way they want to, all without counterspells. It should be noted that since Mother of Runes does not exist in Modern, Spellskite has taken her place while Wall of Omens provides card acceleration.

There's an interesting combo in Saving Grasp and Fiend Hunter. You play the Fiend and it's two abilities go on the stack, then you use Saving Grasp to return it to your hand. Since the stack is last in first out, the Fiend returns to your hand first, then the second ability of fiend resolves but since Fiend is gone it fizzles. Then the first ability of Fiend resolves and removes a creature of your choice from the game (Check the Oracle text of Oblivion Ring for confirmation this order of events works).

In the sidebaord we have Grafdigger's Cage and Disenchant for pesky things. Meddling Mage and Phyrexian Revoker provide good disruption for game 2 and 3 and Ghostly prison helps if you are being overrun.
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