Type: Deck Idea
Format (invalid) modModern
Approx. Value:
$588.78

0 Likes 0 Comments
Avg. CMC 2.73
Card Color Breakdown
Card Type Breakdown

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Main Deck - 60 cards, 21 distinct
Columns
Name  Edition $ Type Cost
Rarity Color
Instant (10)
4 Archive Trap
$4.82 Instant - Trap
2 Crypt Incursion
$0.28 Instant
4 Visions of Beyond
$7.69 Instant
Sorcery (29)
4 Cleansing Wildfire
$0.20 Sorcery
4 Collected Conjuring
$0.14 Sorcery
1 Devastation Tide
$0.80 Sorcery
4 Geomancer's Gambit
$0.04 Sorcery
4 Glimpse the Unthinkable
$1.59 Sorcery
4 Inquisition of Kozilek
$0.50 Sorcery
4 Mind Funeral
$1.33 Sorcery
4 Scheming Symmetry
$5.80 Sorcery
Land (21)
1 Blood Crypt
$15.26 Land - Swamp Mountain
4 Bloodstained Mire
$10.64 Land
4 Polluted Delta
$13.78 Land
4 Scalding Tarn
$21.77 Land
3 Shelldock Isle
$2.86 Land
1 Snow-Covered Island
$1.42 Basic Snow Land - Island
1 Snow-Covered Mountain
$0.80 Basic Snow Land - Mountain
1 Snow-Covered Swamp
$0.90 Basic Snow Land - Swamp
1 Steam Vents
$12.74 Land - Island Mountain
1 Watery Grave
$12.97 Land - Island Swamp
Sideboard - 91 cards, 68 distinct
Name  Edition $ Type Cost
Rarity Color
Creature (7)
1 Baral, Chief of Compliance
$1.86 Legendary Creature - Human Wizard
1 Goblin Electromancer
$0.07 Creature - Goblin Wizard
1 Kroxa, Titan of Death's Hunger
$2.35 Legendary Creature - Elder Giant
1 Lurrus of the Dream-Den
$0.90 Legendary Creature - Cat Nightmare
1 Platinum Emperion
$13.57 Artifact Creature - Golem
1 Thing in the Ice // Awoken Horror
$2.23 Creature - Horror // Creature - Kraken Horror
1 Umori, the Collector
$0.14 Legendary Creature - Ooze
Instant (14)
4 Assassin's Trophy
$2.51 Instant
2 Cling to Dust
$0.29 Instant
1 Crypt Incursion
$0.28 Instant
1 Drown in the Loch
$1.03 Instant
4 Surgical Extraction
$2.63 Instant
1 Thought Scour
$0.28 Instant
1 Veil of Summer
$6.45 Instant
Sorcery (41)
1 Anger of the Gods
$0.48 Sorcery
1 Angrath's Rampage
$0.17 Sorcery
1 Bitter Ordeal
$13.12 Sorcery
1 Blightning
$0.20 Sorcery
1 Bloodchief's Thirst
$0.12 Sorcery
1 Bond of Insight
$0.15 Sorcery
2 Bontu's Last Reckoning
$0.60 Sorcery
1 Burning Inquiry
$3.73 Sorcery
1 Collective Brutality
$0.90 Sorcery
1 Collective Defiance
$0.31 Sorcery
1 Crashing Footfalls
$0.55 Sorcery
1 Deliver Unto Evil
$0.18 Sorcery
1 Doublecast
$0.19 Sorcery
1 Dreadbore
$0.58 Sorcery
1 Duress
$0.04 Sorcery
1 Exhaustion
$0.25 Sorcery
1 Feed the Swarm
$0.17 Sorcery
1 Flood of Recollection
$0.02 Sorcery
1 Inscription of Ruin
$0.10 Sorcery
1 Madcap Experiment
$0.12 Sorcery
1 Maddening Cacophony
$4.24 Sorcery
4 Memory Leak
$0.03 Sorcery
1 Molten Rain
$0.27 Sorcery
2 Pelakka Predation // Pelakka Caverns
$0.08 Sorcery // Land
1 Ravenform
$0.14 Sorcery
1 Restore Balance
$1.16 Sorcery
1 Roiling Terrain
$0.16 Sorcery
1 See the Truth
$0.40 Sorcery
1 Shenanigans
$0.07 Sorcery
1 Shreds of Sanity
$0.13 Sorcery
1 Stitch in Time
$1.00 Sorcery
1 Stream of Thought
$0.12 Sorcery
1 Surging Dementia
$0.26 Sorcery
1 Thoughtseize
$8.21 Sorcery
1 Unmoored Ego
$0.23 Sorcery
1 Wheel of Fate
$2.22 Sorcery
Artifact (3)
1 Engineered Explosives
$6.79 Artifact
1 Ensnaring Bridge
$10.79 Artifact
1 Pithing Needle
$0.50 Artifact
Enchantment (4)
4 Confounding Conundrum
$0.17 Enchantment
Planeswalker (3)
2 Ashiok, Dream Render
$1.61 Legendary Planeswalker - Ashiok
1 Narset, Parter of Veils
$0.69 Legendary Planeswalker - Narset
Land (19)
1 Boseiju, Who Shelters All
$10.25 Legendary Land
1 Breeding Pool
$15.41 Land - Forest Island
1 Field of Ruin
$0.21 Land
1 Ghost Quarter
$0.59 Land
1 Ketria Triome
$13.82 Land - Forest Island Mountain
2 Misty Rainforest
$21.80 Land
1 Overgrown Tomb
$11.65 Land - Swamp Forest
4 Riverglide Pathway // Lavaglide Pathway
$5.51 Land // Land
1 Shivan Reef
$0.84 Land
1 Snow-Covered Forest
$1.25 Basic Snow Land - Forest
4 Spirebluff Canal
$2.51 Land
1 Zagoth Triome
$17.41 Land - Swamp Forest Island

Notes
 
In my work on collected conjuring in historic I realized that this could be my approach to the LD mill deck in modern. I've settled on a core of 28 cards that I think are extremely synergistic, and then a good amount of question marks. I'll out line the core here:
4x Archive Trap
4x Collected Conjuring
4x Glimpse the Unthinkable
4x Mind Funeral
4x Geomancer's Gambit
4x Cleansing Wildfire
4x Scheming Symmetry

So the heart of this deck is mill as some of the best proactive sorceries to hit off a conjuring. Archive Trap, glimpse the unthinkable, and mind funeral are all familiar here, this is the mill package I preferred pre mystic sanctuary. Collected Conjuring requires a minimum of 20 sorceries 3 or less, these are the first 8. The next 8 are geomancer's gambit and cleansing wildfire. They are proactive disruption, cantrips, and engine all in one. They allow us to have meaningful plays and big conjurings. They offer additional mill (getting the lands out), enablers for archive trap, card draw, and the super charge our mind funerals by getting lands out their deck. When our opponents run out of basics these become cantriping sinkholes. When you consider the kind of conjuring piles this creates it get's pretty exciting. Double LD leaves them down two basics if they have them, their mana fucked, we draw two cards, and if we have any archive traps before or after they are live. Glimpse before makes and LD spell more effective. Mind Funeral after can be a KO. The last core piece is scheming symmetry. My work to break that card has been tireless, but it's never been more at home than in this shell. Everyone of the previously mentioned cards breaks the symmetry, so making it asymmetrical with this cast of cards should be trivial. It is also a valid target for conjuring. This increases the consistency of our engine a lot, and a conjuring pile with this ends with a follow up KO. The first one is still likely archive trap, but that's completely great. It does push us to want a couple of surgical extraction to have up to 6 ways for free to ensure asymmetry. It also allows our remaining spots to be more of a toolbox, as this allows us to assemble things more consistently on demand if it's in the main. If we have enough realistic silver bullets to hit, this is extremely powerful. An unmentioned part of this core is a heavy fetchland manabase. The marginal thinning means a lot for a collected deck, and should push our consistency even further. A noticeable omission is confounding conundrum. It might be excellent, but I just don't know if it's 100 percent necessary, and my testing with it thus far is less than stellar. Without path to exile or assassin's trophy it is also less exciting. Assassin's trophy might make the cut though.

This gives us a lot of directions to build. We can go cost enablers like baral and do a storm impression, but I don't know if we need to do that per se (although it's worth trying out). We can also sideboard in creatures like Thing in the Ice, an old trick but a great one. We can madcap experiment out the side too, and 4x veil of summer +Boseiju. This is going to be a broad stripes sideboard deck even though symmetry gives us more control, we don't want to bank on that. We can chalk up for 2 copies of any 4 of though, so that will be useful. I'm a little less concerned about the sideboard game until I can lock on the second half of the deck. This initial list looks like it will serve but I wonder if it cut's the mustard, only testing will tell. It is fairly easy to get ran over, co I'm curious if our interaction suite covers this sufficiently or not. If we can reliably crypt incursion this should be okay as those games this is easily worth 30 life.
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