Type: Deck Idea
Format (legal 👍) modModern
Approx. Value:
$204.10

0 Likes 0 Comments
Avg. CMC 3.29
Card Color Breakdown
Card Type Breakdown

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Main Deck - 103 cards, 47 distinct
Columns
Name  Edition $ Type Cost
Rarity Color
Creature (7)
1 Archangel Avacyn // Avacyn, the Purifier
$4.33 Legendary Creature - Angel // Legendary Creature - Angel
2 Bedlam Reveler
$0.25 Creature - Devil Horror
1 Dragonlord Kolaghan
$3.72 Legendary Creature - Elder Dragon
1 Linvala, the Preserver
$0.35 Legendary Creature - Angel
1 Lone Rider // It That Rides as One
$0.21 Creature - Human Knight // Creature - Eldrazi Horror
1 Thing in the Ice // Awoken Horror
$2.37 Creature - Horror // Creature - Kraken Horror
Instant (34)
1 Blessed Alliance
$0.17 Instant
2 Dispel
$0.22 Instant
4 Engulf the Shore
$0.55 Instant
4 Fiery Temper
$0.09 Instant
4 Horribly Awry
$0.08 Instant
1 Immolating Glare
$0.11 Instant
4 Lightning Axe
$0.13 Instant
1 Ojutai's Command
$0.31 Instant
1 Secure the Wastes
$2.00 Instant
4 Send to Sleep
$0.07 Instant
4 Unsubstantiate
$0.17 Instant
4 Void Shatter
$0.14 Instant
Sorcery (11)
2 Collective Defiance
$0.53 Sorcery
3 Day's Undoing
$2.04 Sorcery
1 Declaration in Stone
$0.28 Sorcery
1 Deploy the Gatewatch
$0.63 Sorcery
1 Descend upon the Sinful
$0.21 Sorcery
2 Nahiri's Wrath
$0.41 Sorcery
1 Planar Outburst
$0.16 Sorcery
Artifact (3)
3 Cryptolith Fragment // Aurora of Emrakul
$0.43 Artifact // Creature - Eldrazi Reflection
Enchantment (13)
2 Call the Bloodline
$0.15 Enchantment
4 Fevered Visions
$1.39 Enchantment
2 Molten Vortex
$0.20 Enchantment
1 Oath of Chandra
$0.18 Legendary Enchantment
1 Oath of Gideon
$0.19 Legendary Enchantment
1 Oath of Jace
$0.23 Legendary Enchantment
1 Peace of Mind
$0.06 Enchantment
1 Stasis Snare
$0.07 Enchantment
Planeswalker (4)
1 Chandra, Flamecaller
$0.39 Legendary Planeswalker - Chandra
1 Jace, Unraveler of Secrets
$3.39 Legendary Planeswalker - Jace
1 Nahiri, the Harbinger
$0.36 Legendary Planeswalker - Nahiri
1 Narset Transcendent
$9.91 Legendary Planeswalker - Narset
Land (31)
2 Drownyard Temple
$0.15 Land
1 Geier Reach Sanitarium
$1.34 Legendary Land
8 Island
$0.09 Basic Land - Island
4 Mountain
$0.11 Basic Land - Mountain
4 Prairie Stream
$0.15 Land - Plains Island
4 Shivan Reef
$1.07 Land
4 Sunken Hollow
$0.28 Land - Island Swamp
2 Wandering Fumarole
$0.32 Land
2 Westvale Abbey // Ormendahl, Profane Prince
$5.74 Land // Legendary Creature - Demon
Sideboard - 87 cards, 32 distinct
Name  Edition $ Type Cost
Rarity Color
Creature (20)
1 Bruna, the Fading Light
$3.73 Legendary Creature - Angel Horror
4 Eldrazi Obligator
$0.22 Creature - Eldrazi
1 Emrakul, the Promised End
$40.78 Legendary Creature - Eldrazi
1 Gisela, the Broken Blade
$24.05 Legendary Creature - Angel Horror
4 Insolent Neonate
$0.09 Creature - Vampire
2 Jace, Vryn's Prodigy // Jace, Telepath Unbound
$6.67 Legendary Creature - Human Wizard // Legendary Planeswalker - Jace
4 Reality Smasher
$2.74 Creature - Eldrazi
3 Thing in the Ice // Awoken Horror
$2.37 Creature - Horror // Creature - Kraken Horror
Instant (41)
1 Brutal Expulsion
$0.13 Instant
4 Clash of Wills
$0.14 Instant
2 Dispel
$0.22 Instant
2 Fortune's Favor
$0.09 Instant
4 Galvanic Bombardment
$0.01 Instant
4 Hydrolash
$0.02 Instant
4 Just the Wind
$0.04 Instant
2 Kolaghan's Command
$1.24 Instant
4 Rending Volley
$2.04 Instant
2 Scour the Laboratory
$0.04 Instant
2 Silumgar's Command
$0.18 Instant
2 Spell Shrivel
$0.04 Instant
4 Tears of Valakut
$0.15 Instant
4 To the Slaughter
$0.14 Instant
Sorcery (23)
2 Avacyn's Judgment
$0.08 Sorcery
4 Collective Brutality
$1.16 Sorcery
4 Exquisite Firecraft
$1.24 Sorcery
3 Languish
$0.45 Sorcery
1 Painful Truths
$0.23 Sorcery
1 Radiant Flames
$0.13 Sorcery
4 Self-Inflicted Wound
$0.10 Sorcery
4 Take Inventory
$0.09 Sorcery
Artifact (1)
1 Cryptolith Fragment // Aurora of Emrakul
$0.43 Artifact // Creature - Eldrazi Reflection
Planeswalker (2)
2 Gideon, Ally of Zendikar
$2.18 Legendary Planeswalker - Gideon

Notes
 
I've been toying with the Grixis shell for standard as an answer to Bant company and spirits. It has the ability to play in between turns as well, to win in alternative ways, and has some of the best trump cards in self-inflicted wound, Rending Volley, and Dispel.

It's tricky to set up a deck that can play in between turns and not stumble. That's what needs to happen to beat Bant company consistently. Make them play your game, turn spell queller into a liability, and make reflector mage suck. Then it's play around indestructibility. I like bounce over plague. Less permanent, but more instant speed. If mass bounce can be landed at the right time, collevtive defiance can do some real damage with the forced winds of change. I wonder if Dragonlord Kolaghan is too cute or just perfect. It's almost like a six mana fire ball, passes the spell queller, has haste so semi resistant to reflector mage, and generally it's ability will be similar to mergeing Brisela. If you untap with it makes Bedlam reveler quite the beatstick giving it haste and cards to play. It mmight be over extending though, and just irrelevant too much of the time.

I want to be deep on basics to help with not stumbling, be immune to Thalia, and power engulf the shores which is hella gas. It's hard though because a light splash of black gives the deck robustness. I feel like collective brutality is an all star, to the slaughter is a great tool, self inflicted wound is one of the best cards in the deck, access to languish is intrigueing, as kolaghan's command and kolaghan.

I really want drownyard temple. It opens up eldrazi options, can act as an instant speed mana rock from the graveyard, and is great pitching material. Perhaps the key is to think of it as a mana rock you can play as a land drop. Slot it in as such.

I think the core of the deck is Fevered Visions, cryptolith fragment, Bedlam Reveler, and take inventory. The visions and fragment act as continous burn that have important secondary effects of card draw and color ramp/fixing as well as a accelerated clock in the end game. The other too provide even more card draw. If I fill the rest of my deck with control elements like counters, bounce, removal, and board wipes then I should be able to passive aggresively win the game. Pretty much spend my whole time interfering with my opponent's game plan, and then just close the game out from reach. In this way dedicated burn isn't absolutely neccessary. The burn spells that are best then are good removal first at instant speed, with the options of domeing or better yet incidental burn. Sorcery speed exceptions may be possible given some power level. I wonder if black is a red herring, pulling me away from what the deck really wants. This could also be the case of trying to build in the madness/discard subtheme. If the synergies add to the whole that is fine, but it should not distract from the primary need to just stall the opponent. Things like alms of the vein insolent neonate slide in ok, but don't add to the control plan. 8 slots is very valuable. It's more important to keep drawing control elements and prolonging the game from an instant speed position if possible.
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