Type: Deck Idea
Format (invalid) modModern
Approx. Value:
$454.51

0 Likes 0 Comments
Avg. CMC 3.27
Card Color Breakdown
Card Type Breakdown

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Main Deck - 80 cards, 41 distinct
Columns
Name  Edition $ Type Cost
Rarity Color
Creature (2)
1 Cavalier of Dawn
$6.98 Creature - Elemental Knight
1 Tomik, Distinguished Advokist
$0.17 Legendary Creature - Human Advisor
Instant (10)
3 Condemn
$0.06 Instant
1 Despark
$0.41 Instant
2 Negate
$0.12 Instant
4 Path to Exile
$0.81 Instant
Sorcery (6)
2 Razaketh's Rite
$0.28 Sorcery
4 Serum Visions
$0.66 Sorcery
Artifact (8)
1 Arcum's Astrolabe
$0.07 Snow Artifact
4 Ensnaring Bridge
$10.79 Artifact
3 Relic of Progenitus
$4.67 Artifact
Enchantment (24)
1 Astral Drift
$0.10 Enchantment
2 Cast Out
$0.05 Enchantment
1 Curse of Death's Hold
$1.04 Enchantment - Aura Curse
1 Curse of Misfortunes
$0.75 Enchantment - Aura Curse
1 Dovescape
$1.16 Enchantment
1 Force of Virtue
$0.35 Enchantment
2 Gideon's Intervention
$0.10 Enchantment
4 Leyline of Sanctity
$0.71 Enchantment
1 Lich's Mastery
$0.58 Legendary Enchantment
1 Oath of Kaya
$0.24 Legendary Enchantment
1 Oblivion Ring
$0.30 Enchantment
1 On Thin Ice
$0.58 Snow Enchantment - Aura
1 Overwhelming Splendor
$6.89 Enchantment - Aura Curse
4 Runed Halo
$0.19 Enchantment
1 Suppression Field
$1.19 Enchantment
1 Worship
$0.76 Enchantment
Planeswalker (3)
1 Ashiok, Dream Render
$1.61 Legendary Planeswalker - Ashiok
1 Gideon of the Trials
$1.83 Legendary Planeswalker - Gideon
1 The Wanderer
$0.18 Legendary Planeswalker
Land (27)
1 Field of the Dead
$29.89 Land
4 Flooded Strand
$10.35 Land
2 Godless Shrine
$9.74 Land - Plains Swamp
1 Hall of Heliod's Generosity
$4.40 Legendary Land
2 Hallowed Fountain
$8.72 Land - Plains Island
1 Nykthos, Shrine to Nyx
$34.73 Legendary Land
7 Plains
$0.06 Basic Land - Plains
2 Temple of Enlightenment
$0.13 Land
2 Temple of Silence
$0.18 Land
1 Westvale Abbey // Ormendahl, Profane Prince
$4.97 Land // Legendary Creature - Demon
4 Windswept Heath
$7.60 Land
Sideboard - 53 cards, 28 distinct
Name  Edition $ Type Cost
Rarity Color
Creature (4)
2 Kor Firewalker
$0.10 Creature - Kor Soldier
2 Spellskite
$5.15 Artifact Creature - Phyrexian Horror
Instant (2)
1 Condemn
$0.06 Instant
1 Vex
$0.11 Instant
Sorcery (9)
1 Approach of the Second Sun
$5.39 Sorcery
3 Collective Brutality
$0.90 Sorcery
1 Plea for Guidance
$0.49 Sorcery
4 Thoughtseize
$8.21 Sorcery
Artifact (1)
1 Pithing Needle
$0.50 Artifact
Enchantment (29)
2 Circle of Protection: Black
$0.20 Enchantment
1 Curse of Exhaustion
$0.31 Enchantment - Aura Curse
1 Dovescape
$1.16 Enchantment
4 Ghostly Prison
$5.32 Enchantment
3 Greater Auramancy
$10.56 Enchantment
2 Nevermore
$0.49 Enchantment
2 Oblivion Ring
$0.30 Enchantment
2 Phyrexian Unlife
$0.55 Enchantment
2 Porphyry Nodes
$0.31 Enchantment
2 Rest in Peace
$1.54 Enchantment
1 Solemnity
$8.06 Enchantment
1 Sphere of Safety
$4.04 Enchantment
2 Starfield of Nyx
$15.65 Enchantment
3 Stony Silence
$1.91 Enchantment
1 Wheel of Sun and Moon
$1.95 Enchantment - Aura
Planeswalker (2)
1 Jace, Memory Adept
$4.69 Legendary Planeswalker - Jace
1 Sorin, Grim Nemesis
$2.85 Legendary Planeswalker - Sorin
Land (6)
3 Isolated Chapel
$1.53 Land
3 New Benalia
$0.21 Land

Notes
 
This is a different direction version of the W/R version with blood moon. Instead of relying on early chancellor/ Sunscour/ Shinning Shoal you get path/ thoughtseize. The big payoff is the curse package which allows you to Overwhelming Splendor/ Curse of Death's Hold/ Dovescape for a complete lockout. Their spells are countered, their creatures are DOA, there activated abilities are useless. The only way out is to have a planeswalker in play or uncounterable spells that matter (I think krosan grip is the only one, whose playing that?). I also have O-ring and access to pithing needle for the former. From there I just cast my spells into dovescape, creating an unanswerable army of fliers.

This version feels a little better, as we essentially want to get into a topdeck mode where we peel more ways to lock them out. I'm not sure if blood moon is the key to living long enough to get the lock in place, or if we can skip it. It's clear with the two versions that the deck needs further card flow and mana ramp, as it is so bulky and full of 1 of's for tutoring. A relic of progenitus/ mind stone package like skred could be very beneficial. Other cycling options will be evaluated. Black planeswalkers like Lilianna of the veil and Obnixilis are also worth investigating.

Infernal tutor? Open the armory+ Batterskull?

07/19/2017

I love how when things marinate, they get way better. I am now aware of the Solemnity/Phyrexian unlife Combo for infinite life. The prison part of the deck is super resilient now, with multiple individualy good lockout cards that amass into a complete lock. Like a, "All your spells are forever countered, all your creatures forever die, and I am immortal" kind of way. The key will be building the deck with enough card flow and early interaction that works around the enchantments I'm casting to survive to the late game and assemble the lockouts. Abrupt Decay, Maelstorm pulse, Engineered explosives, counter spells, and planeswalkers are my man enemies. Blood moon is not as good as it appears right now. If we get to the 6-7 turn and my opponent does't conced I can make them regret life. It also seems like there will be a new density of hate now, making an average 6 pieces that affect the same access throughout the 75. The tutor packages also need to be reviewed. An untap following a resolved plea likely is going to be lights out, but may clog up the hand. At least one curse of misfortunes assembles a creature lockout on it's own. I think the new rite is very exciting, and it's cycling is already a very wanted affect on the card that needs it most, and although is till expensive, grabs anything for one mana less than plea, and faster than misfortunes. A split of some sort is appropriate.

Also flavor wise, the deck feels like the embodiment of Orshov! There's even a dark church theme in the lands.

Sideboard, wheel of sun provides graveyard hate and a backdoor to lantern. Spellskite acts as additional auramancy with other applications, like early blocking.

I also need to analyze how disruptive supression field is main. I do get the eventual splendor in play, but is it worth messing with fetchlands and activation's? If so, it directly occludes the ability to play mindstone (I think?), relic of progenitus, and the cycling ability on right. Which is better, light general disruption, or better card flow? Consistency usually wins. Can I get card flow without activated abilities or dedicating a significant amount of cards? The card flow is so...neat too! It all cycles for one, and has splash utility. Ugh, the efficiency!
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