Type: Deck Idea
Format (legal 👍) modModern
Approx. Value:
$69.53

0 Likes 0 Comments
Avg. CMC 3.55
Card Color Breakdown
Card Type Breakdown

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Main Deck - 60 cards, 17 distinct
Columns
Name  Edition $ Type Cost
Rarity Color
Instant (19)
4 Censor
$0.15 Instant
3 Hieroglyphic Illumination
$0.07 Instant
2 Negate
$0.12 Instant
3 Renewed Faith
$0.04 Instant
4 Ritual of Rejuvenation
$0.03 Instant
3 Settle the Wreckage
$2.67 Instant
Sorcery (6)
3 Approach of the Second Sun
$5.39 Sorcery
3 Fumigate
$0.46 Sorcery
Enchantment (10)
4 Cast Out
$0.05 Enchantment
4 Desert's Hold
$0.10 Enchantment - Aura
2 Search for Azcanta // Azcanta, the Sunken Ruin
$2.23 Legendary Enchantment // Legendary Land
Land (25)
4 Glacial Fortress
$0.82 Land
4 Ipnu Rivulet
$0.26 Land - Desert
4 Irrigated Farmland
$0.18 Land - Plains Island
3 Island
$0.12 Basic Land - Island
8 Plains
$0.06 Basic Land - Plains
2 Scavenger Grounds
$0.41 Land - Desert
Sideboard - 16 cards, 12 distinct
Name  Edition $ Type Cost
Rarity Color
Creature (2)
2 Nezahal, Primal Tide
$6.66 Legendary Creature - Elder Dinosaur
Instant (6)
1 Essence Scatter
$0.03 Instant
1 Forsake the Worldly
$0.06 Instant
1 Jace's Defeat
$0.06 Instant
2 Negate
$0.12 Instant
1 Spell Pierce
$0.16 Instant
Sorcery (3)
1 Fumigate
$0.46 Sorcery
1 Hour of Devastation
$0.42 Sorcery
1 Hour of Revelation
$0.68 Sorcery
Artifact (3)
1 The Immortal Sun
$14.55 Legendary Artifact
2 Treasure Map // Treasure Cove
$0.39 Artifact // Land
Enchantment (2)
2 Ixalan's Binding
$0.08 Enchantment

Notes
 
So, this deck will stay legal until rotation in fall in it's entirety. It will always exist with the Scarab God. Therefore, as it's consistent and doesn't really rely on the meta, it will be my Standard deck of choice until rotation. Dedicated combo decks in standard that are viable are super good, hard to get enough experience or sideboard against.

In G2 and G3 something is needed to add a second win con (I guess?). traditionally, it's three torrential gearhulk. It's not terrible, but we are not really a dedicated control deck, really just delaying long enough until we win, so TG is not devastating. It's also easily anticipated and countered, destroyed, removed. Kim Davis added green for Carnage Tyrant, but the manabase sucks. Nate Lisko says he has had success with Kefnet, but I think people are already packing more exile for scarab. I want to try out 2x Nazahal, 1 immortal sun instead. Nazahal is like carnage tyrant, but beats carnage tyrant. It's also a 3 turn clock, replaces fumigate fine, and the card draw still builds towards approach and generally what i want in the control matchups. I should have enough extra cards and them few enough removal to effectively use it's exile ability. I don't want three, so I thought immortal sun is interesting. It does everything I want in a control matchup, including shutting down walkers, a resource I'm not using. It accelerates my primary plan, and makes it easier to hold up effective counter magic. It also importantly taxes there disruption for noncreature permanents further. The one downside I anticipate is the decks using Abrade who keep it in to kill gearhulk (grixis energy).

Out of the spoiled cards for Dominaria, Teferi stands out as the best card by far for this deck. More card draw, a removal option, and the ultimate is insane n this deck with all the cycling and cantrips. I think I want to try a build that runs 2 of them. Other cards would potentially be the 2 mana exile flash enchantment, the grip of roil, and Urza's beam of destruction (or whatever) although the last requires a change in deckbuilding.
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