Type: Deck Idea
Format (legal 👍) modModern
Approx. Value:
$216.55

0 Likes 0 Comments
Avg. CMC 2.0
Card Color Breakdown
Card Type Breakdown

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Main Deck - 66 cards, 15 distinct
Columns
Name  Edition $ Type Cost
Rarity Color
Creature (26)
2 Kitesail Freebooter
$0.12 Creature - Human Pirate
4 Narcomoeba
$0.28 Creature - Illusion
4 Nightveil Sprite
$0.10 Creature - Faerie Rogue
4 Pilfering Imp
$0.09 Creature - Imp
4 Siren Stormtamer
$0.33 Creature - Siren Pirate Wizard
4 Thief of Sanity
$0.19 Creature - Specter
4 Warkite Marauder
$0.30 Creature - Human Pirate
Instant (4)
4 Moment of Craving
$0.04 Instant
Sorcery (6)
4 Creeping Chill
$0.19 Sorcery
2 Thought Erasure
$0.17 Sorcery
Enchantment (8)
4 Curious Obsession
$0.52 Enchantment - Aura
4 Favorable Winds
$0.33 Enchantment
Land (22)
4 Drowned Catacomb
$2.00 Land
14 Island
$0.12 Basic Land - Island
4 Watery Grave
$12.97 Land - Island Swamp
Sideboard - 117 cards, 65 distinct
Name  Edition $ Type Cost
Rarity Color
Creature (52)
4 Artificer's Assistant
$0.10 Creature - Bird
1 Blood Operative
$0.15 Creature - Vampire Assassin
1 Death Baron
$2.46 Creature - Zombie Wizard
1 Demon of Catastrophes
$0.24 Creature - Demon
4 Dimir Spybug
$0.09 Creature - Insect
1 Doom Whisperer
$1.84 Creature - Nightmare Demon
1 House Guildmage
$0.07 Creature - Human Wizard
2 Isareth the Awakener
$0.16 Legendary Creature - Human Wizard
2 Kitesail Freebooter
$0.12 Creature - Human Pirate
1 Lazav, the Multifarious
$0.25 Legendary Creature - Shapeshifter
1 Lyra Dawnbringer
$4.62 Legendary Creature - Angel
1 Merfolk Trickster
$0.46 Creature - Merfolk Wizard
1 Mist-Cloaked Herald
$0.92 Creature - Merfolk Warrior
1 Nightveil Predator
$0.08 Creature - Vampire
4 Reassembling Skeleton
$0.22 Creature - Skeleton Warrior
1 Remorseful Cleric
$0.20 Creature - Spirit Cleric
1 Resplendent Angel
$4.21 Creature - Angel
1 Rustwing Falcon
$0.03 Creature - Bird
2 Sai, Master Thopterist
$0.74 Legendary Creature - Human Artificer
4 Siren Lookout
$0.04 Creature - Siren Pirate
2 Skymarcher Aspirant
$0.09 Creature - Vampire Soldier
1 Skyscanner
$0.10 Artifact Creature - Thopter
1 Storm Fleet Aerialist
$0.06 Creature - Human Pirate
1 Supreme Phantom
$0.24 Creature - Spirit
1 Surge Mare
$0.12 Creature - Horse Fish
3 Tempest Djinn
$0.17 Creature - Djinn
1 Tetsuko Umezawa, Fugitive
$0.16 Legendary Creature - Human Rogue
1 Thoughtbound Phantasm
$0.14 Creature - Spirit
4 Voltaic Servant
$0.09 Artifact Creature - Construct
2 Zahid, Djinn of the Lamp
$0.08 Legendary Creature - Djinn
Instant (22)
2 Admiral's Order
$0.29 Instant
1 Anticipate
$0.03 Instant
1 Blink of an Eye
$0.11 Instant
4 Blossoming Defense
$0.63 Instant
1 Essence Scatter
$0.03 Instant
1 Lookout's Dispersal
$0.20 Instant
2 Negate
$0.12 Instant
4 Opt
$0.09 Instant
1 Pride of Conquerors
$0.05 Instant
4 Spell Pierce
$0.16 Instant
1 Syncopate
$0.06 Instant
Sorcery (13)
4 Chart a Course
$0.18 Sorcery
1 Duress
$0.04 Sorcery
1 Gruesome Menagerie
$0.09 Sorcery
1 Karn's Temporal Sundering
$1.57 Legendary Sorcery
1 Macabre Waltz
$0.07 Sorcery
1 March of the Drowned
$0.10 Sorcery
1 Maximize Altitude
$0.02 Sorcery
1 Notion Rain
$0.06 Sorcery
2 Secrets of the Golden City
$0.05 Sorcery
Artifact (22)
1 Blackblade Reforged
$0.72 Legendary Artifact - Equipment
4 Desecrated Tomb
$2.08 Artifact
3 Dowsing Dagger // Lost Vale
$4.26 Artifact - Equipment // Land
1 Fountain of Renewal
$0.34 Artifact
2 Mox Amber
$39.20 Legendary Artifact
1 Navigator's Compass
$0.04 Artifact
4 Short Sword
$0.04 Artifact - Equipment
1 Silent Gravestone
$0.41 Artifact
4 Sorcerous Spyglass
$0.19 Artifact
1 Weatherlight
$0.86 Legendary Artifact - Vehicle
Enchantment (2)
1 Disinformation Campaign
$0.08 Enchantment
1 Shapers' Sanctuary
$0.84 Enchantment
Planeswalker (3)
2 Karn, Scion of Urza
$3.79 Legendary Planeswalker - Karn
1 Tezzeret, Artifice Master
$2.07 Legendary Planeswalker - Tezzeret
Land (3)
3 Hinterland Harbor
$0.86 Land

Notes
 
Blue Skies!

In developing decks that may exist post rotation, One of the potential go low strategies that survive is Blue skies. It loses Ornithopter, Heart of Kirin, and Hope of Ghirapur, but retains Siren Stormtamer, Artificer's assistant, Warkite Marauder, Zahid, Tempest Djinn, and most importantly Favorable Winds.

I think ideally the curve is EXTREMELY low, and I just churn out cards as quickly as possible, establishing a quick wide board state, and using favorable winds to close the game quickly. This deck is vulnerable to chainwhirler, but not inordinately so. A slightly more midrange version can play some number of Karn or Tezzeret, but I'm wondering if this detracts from the early drop. Hoping not.

Radical idea- this card is interesting as it cycles, then "gives" another card cycle. Could be pretty good for a deck that's low to the ground, or potentially control.
Nightveil Sprite- Huge win for this deck. Surveli 1 trigger on attack! That's precisely the kind of selection/velocity this deck wanted. Definite win with Narcomeoba. Really pulling together.
Secrets of the Mausoleum and Necrotic Wound- If under thrush or whatever is viable, then these cards merit consideration. Powerful low cost tools that the deck will benefit from if we can accommodate.

I've since pushed this deck into U/B, although here are several good one drops in white, but the mana is better here. So there is definitely a shell here. More than enough 1 and 2 drops to enable a go wide blue skies angle. A lot of the creatures build in disruption as well, such as Warkite marauder, Kitesail, Pilferer, and Siren Stormtamer. The sprite as mentioned above is amazing, and we get an added threat in spybug. The best pick up is Nightveil, as it allows more card advantage and access to unique effects, and ours are so protected and supported. There's also more card selection options, and with all the surveil we may be able to support the virtual "Free" Narcomeobas and creeping chill, both of which fit the deck well, and are not embarrassing on curve. Chill gives us some reach and the lifegain can help us win races. There's some variability in the curve topper's, as we can top out at 3, or we then get the option of Karn, Tezzeret, Demon of Catastrophe's, or Doom Whisperer, all of which reinforce different angles of the deck.

The ultimate plan is to create a tuned list that consistently puts 3+ creatures with flying into play T3, able to double spell T2 on, very strong built in consistency through surveil and card draw that allows a continous stream, being to draw, sculpt, and tappout every turn (or leave up disruptive options. The disruptive options that are left up pair well against the removal and low level sweepers people will employ to stop us. There will likely to be a few very high impact interaction options needed to be able to interact at the key moment. Some issues I see arising is having a lesser clock than the most aggressive boros starts (who have a similar engine), or being susceptible to the go wide of selesnya which swings for so much damage. I don't leave creatures on defense, so if my plan is to race, this is problematic. The surveil one drop might be enough to bridge that, but also might be anemic. Moment of craving might be an excellent choice currently as well. I think this deck will be the best not against the aggro start of the format, but as we settle into midrange battles where I can act as the aggressor and the hand disruption elements run them out of resources for interaction. Sweepers will be really bad for me, but I have built in resiliance to non creature sweepers. I will have to adjust play patterns for infest like abilities. I like the lifelink guy as a potential option, but it's battlefield presence is just slightly sub par. As a rebuyable blocker it is invaluable though.

It seems like these early shells, there are so many options for two for one card advantage that traditional one-for-one exchanges will be difficult to manage. Sweepers will be very important for catching up, and only those most key turns or important cards do you actually want to commit cardboard towards. The implication for this deck (and other aggro decks) is that reach is much more important than usual, as we most likely settle into unwinnable midrange wars as card consistency and quality is so high. People basically can build super guild Early, Mid, and Lategame decks, and once they have a read on the format will be able to push matchups to their chosen platform. Things like experimental Frenzy, Arguel's Blood Fast, Search for Azcanta, Split cards and the current planeswalkers just make it so less likely that we get to true topdeck mode or run people out of options. I think the aggro impetus is just get them dead from as many angles as possible as quickly as possible and try to dodge the catch up mechanisms. Sounds like every format, but what I mean to say is that we have smaller recovery/stumble windows than usual due to the card quality. Similarly, turning the corner will need to be definite and substantial, no "over the top" matches imo. Edging back with incremental damage will be insignificant if they chain three spells that do stuff any given turn.
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