Type: Deck Idea
Format (legal 👍) modModern
Approx. Value:
$523.39

0 Likes 0 Comments
Avg. CMC 2.08
Card Color Breakdown
Card Type Breakdown

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Main Deck - 60 cards, 24 distinct
Columns
Name  Edition $ Type Cost
Rarity Color
Creature (4)
4 Hedron Crab
$7.06 Creature - Crab
Instant (13)
4 Archive Trap
$4.82 Instant - Trap
4 Assassin's Trophy
$2.51 Instant
1 Crypt Incursion
$0.28 Instant
2 Fatal Push
$1.87 Instant
2 Surgical Extraction
$2.63 Instant
Sorcery (16)
2 Collective Brutality
$0.90 Sorcery
4 Glimpse the Unthinkable
$1.59 Sorcery
4 Inquisition of Kozilek
$0.50 Sorcery
2 Mind Funeral
$1.33 Sorcery
4 Serum Visions
$0.66 Sorcery
Artifact (3)
3 Ensnaring Bridge
$10.79 Artifact
Enchantment (2)
2 Search for Azcanta // Azcanta, the Sunken Ruin
$2.23 Legendary Enchantment // Legendary Land
Land (22)
1 Breeding Pool
$15.41 Land - Forest Island
4 Darkslick Shores
$5.37 Land
2 Field of Ruin
$0.21 Land
4 Misty Rainforest
$21.80 Land
1 Overgrown Tomb
$11.65 Land - Swamp Forest
4 Polluted Delta
$13.78 Land
1 Shelldock Isle
$2.86 Land
1 Snow-Covered Forest
$1.25 Basic Snow Land - Forest
2 Snow-Covered Island
$1.42 Basic Snow Land - Island
1 Snow-Covered Swamp
$0.90 Basic Snow Land - Swamp
1 Watery Grave
$12.97 Land - Island Swamp
Sideboard - 38 cards, 18 distinct
Name  Edition $ Type Cost
Rarity Color
Creature (2)
1 Consuming Aberration
$0.61 Creature - Horror
1 Jace's Phantasm
$0.23 Creature - Illusion
Instant (7)
1 Crypt Incursion
$0.28 Instant
1 Mission Briefing
$0.20 Instant
2 Ravenous Trap
$0.20 Instant - Trap
3 Visions of Beyond
$7.69 Instant
Sorcery (7)
2 Collective Brutality
$0.90 Sorcery
1 Creeping Corrosion
$1.42 Sorcery
4 Damnation
$18.15 Sorcery
Artifact (10)
2 Damping Matrix
$0.80 Artifact
2 Engineered Explosives
$6.79 Artifact
2 Pithing Needle
$0.50 Artifact
4 Profane Memento
$0.67 Artifact
Enchantment (4)
4 Leyline of the Void
$1.23 Enchantment
Planeswalker (2)
2 Ashiok, Nightmare Weaver
$1.17 Legendary Planeswalker - Ashiok
Land (6)
4 Flooded Strand
$10.35 Land
1 Ghost Quarter
$0.59 Land
1 Sunken Ruins
$23.44 Land

Notes
 
Assasin's Trophy. Yes, this card will change everything. But it also really changes the options with Mill! To flop the deck from Esper to Sultai isn't drastic. The sideboard options needed all have viable redundancy in U/B/Colorless. Rest in peace turns into leyline of the void. Stony Silence turns into Dampening Matrix (a little slower, but just as effective, and splash hate). No need of detention sphere anymore, and we get A trophy! AT is such a big pickup, leyline is not effective anymore. It hit's all those problem permanents, I might even get to trim an EE. I have to further explore the green offerings more, but one I'm very excited for is Scavenging Ooze. Surgial Extraction is amaze balls, but this is the creature based equivalent gaining life and developing battlefield presence. It's going to be a huge player. Other thoughts are now this gives me a real clock incidentally, which makes the Jace's phantasm/ Tarmogoyf/ Ashiok plan more viable. Developing the list will be very interesting. Another big pickup is mission debriefing. MD is a spell based snapcaster with some built in selection. UU isn't trivial, but the deck is skewed that way anyway. It fits better in the Esper shell without a doubt, and if the article I read today is correct, allows the alternate mana cost to be cast, which means free archive traps flashbacked! DAMMMMNNNNNNNNNNNNNNNN! The caveat is that if we are slanting back to a dual goal deck with creatures, Snapcaster is very valuable to that incidental plan. It's probably just to good though. How many turn's are going to be Assasin's Trophy on your end step, then cast Archive Trap, Then Mission Debriefing to fix my draw, and cast another Archive Trap. That's probably to good to pass up.

This version is designed to be more all in on our mill plan And anti permanent. I have to re-calculate my average clock, but I believe the addition of mission debriefing (and the double archive trap play) will lead to an average of 2x Archive trap +10 mill start by T3, which is 45-46 cards on average. This means on average if I am able to mill 14-15 via a mind funeral or another trap + incidental draw I have a reliable T4 deck. If another free archive trap happens, I'm easily a T3 deck, and I still have the miracle starts. Archive trap double play with mission debriefing is totally broken, as well as the surgical option. This deck wants to see a trap in every 10, so i added 2 trapmaker's snare. With the extra mill 13 and the double play available,visions of beyond should turn on faster, making it easir to execute my gameplan. That package allows a 2 mana mill 13 as well as interesting sideborad considerations which provide budegt room in the board. More on that to come. MD also is a great pair with AT and Visions. Between 4 MD and 4 visions, my deck should be highly consistent, and to a degree smaller. MD +visions is UUU, surveil 2, draw a card, scry 2. I added a 22 land as hitting my mana becomes better and I'll have the optin to surveil away extras. I believe sunken ruins is a great pick me up that saves some life, adds a little natural fixing, and plays as a great 22nd. Because of the consistency, I also believe I can shave my 3's to 2's and hit them at the same rate, particularly damnation and Mind funeral. Mind funeral in particular is also replaced by the +2 snare. I have cut IOK to try it out. IOK Helps aggressive starts, is generally good, and helps against noncreature match ups. It is a poor top deck, and a just ok use of MD (although has some high ceiling). I also think there will be a rise in B/G midrange decks that cant be controled as well. In this meta, in a world of hand disruption, consistency and more real action is how you build your deck to navigate through. Also, adding more copies of fatal push still helps in the early game against the variety of creature decks that will try to go under this meta and fills a similar role as IOK, while still bea decent top deck, and target for MD. However, but weakens the noncreature matchup, so if there is a rise noncreature uninteractive combo, I need to be able to sufficently sideboard or anticipate in the build outside of the 2 surgical.

Sideboard right now: Scavenging ooze, Ravenous Trap, Mindbreak trap, profane momento, another damnation, EE, Collective Brutality, Dampening Matrix, Pithing needle, Ashiok

Also, if the format has a ton of gridy games where this would be more benefit than liability, similar to archive, MD allows you play crush of tentacles for it's surge cost, which then triggers it. The 8/8 might be enough to force some interesting games. I can also cast it with surgical extract or trap on T5, and any of the one drops on T6.

I've been running sultai mill for a string of tournaments now, and nailing the build really. My current list eschews visions of beyond for search for azcanta, which has been awesome. have just missed top 8 by some narrow margins, I'm getting close! Anyway, just occured to me that consuming aberration, a card I've written off in my initial mill deep dive, is actually the perfect alternate win con in long grindy games. Any format where I want Ashiok, abberattion is that much better. It's a HUGE body on anygame I think I can cast a five drop, they have sided out removal, it's probably a one hit kill. It's also a pssive non-targeting win con. Tarmogoyf might still be better suited, but this also allows me to topdek nonsense through a reinforced witchbane orb, and is fairly difficult for them to deal with. And if they sided out bridges, they have one turn to figure it out before I smash them to hell. Even in the slowest games, is a 2 turn clock. Definitely going to snaga couple copies and keep it on my radar. If people can play Lyra and baneslayer in their control builds, I can play this.
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