Type: Deck Idea
Format (legal 👍) modModern
Approx. Value:
$10.25

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

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Main Deck - 60 cards, 15 distinct
Columns
Name  Edition $ Type Cost
Rarity Color
Creature (16)
4 Battlewise Hoplite
$0.09 Creature - Human Soldier
4 Favored Hoplite
$0.22 Creature - Human Soldier
4 Phalanx Leader
$0.13 Creature - Human Soldier
4 Triton Fortune Hunter
$0.15 Creature - Merfolk Soldier
Instant (9)
4 Gods Willing
$0.11 Instant
3 Mizzium Skin
$0.11 Instant
2 Triton Tactics
$0.13 Instant
Sorcery (1)
1 Give // Take
$0.05 Sorcery // Sorcery //
Enchantment (14)
2 Detention Sphere
$0.60 Enchantment
4 Ethereal Armor
$0.35 Enchantment - Aura
4 Fate Foretold
$0.08 Enchantment - Aura
4 Ordeal of Thassa
$0.10 Enchantment - Aura
Land (20)
4 Azorius Guildgate
$0.04 Land - Gate
7 Island
$0.09 Basic Land - Island
9 Plains
$0.09 Basic Land - Plains
Sideboard - 15 cards, 6 distinct
Name  Edition $ Type Cost
Rarity Color
Creature (3)
3 Yoked Ox
$0.11 Creature - Ox
Instant (6)
1 Mizzium Skin
$0.11 Instant
3 Rootborn Defenses
$0.33 Instant
2 Shielded Passage
$0.06 Instant
Sorcery (2)
2 Glare of Heresy
$0.05 Sorcery
Enchantment (4)
4 Pacifism
$0.06 Enchantment - Aura

Notes
 
KEY CARDS & INTERACTIONS:
1) All the creatures: each creature is triggered by all the spells in the deck except Detention Sphere. This deck plays a lot like a tempo deck so we like to play one threat and force our opponent to answer. Turn one Favored Hoplite into turn two Ordeal of Thasa is very strong, especially against red decks.
2) Gods Willing, Mizzium Skin, Triton Tactics: these spells protect our creatures. Triton Tactics is very good against red decks and decent against nonred aggro and midrange creature decks as it serves as a tempo card in those matchups.
3) Ethereal Armor: since we run 10 other enchantments, Ethereal Armor can be a devastating card, especially if we can protect our creature from hard removal. Consider: Turn one Favored Hoplite, turn two Ethereal Armor holding mana up for Mizzium Skin or Gods Willing. Turn three Ordeal of Thasa, swing, sac Ordeal and draw two cards. Our Favored Hoplite is a 5/6 with first strike on turn three.
4) Ordeal of Thasa, Fate Foretold, Triton Fortune Hunter, Give / Take: this is our card drawing engine of the deck. Not having cantrips means we have to resort to more creative means of card cycling. Ordeal gives us card advantage while pumping our guys, and since 12 of our creatures get a counter immediately when being targeted by Ordeal, we will be drawing two cards the next turn if our creature survives. Fate Foretold cantrips and gives us another card after our creature dies. It also triggers Heroic on our creatures. Take can generate tons of cards if we find it necessary.
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