Main Deck - 60 cards, 15 distinct
Name | Edition | $ | Type | Cost | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Rarity | Color | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Creature (1) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1 | Heliod, God of the Sun | $0.64 | Legendary Enchantment Creature - God | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Enchantment (36) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
4 | Ghostly Prison | $5.32 | Enchantment | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
4 | Leyline of Sanctity | $0.71 | Enchantment | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
4 | Nevermore | $0.49 | Enchantment | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
4 | Oblivion Ring | $0.30 | Enchantment | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
4 | Porphyry Nodes | $0.31 | Enchantment | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1 | Rest in Peace | $1.54 | Enchantment | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
4 | Runed Halo | $0.19 | Enchantment | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
4 | Sigil of the Empty Throne | $0.90 | Enchantment | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
3 | Sphere of Safety | $4.04 | Enchantment | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
4 | Suppression Field | $1.19 | Enchantment | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Land (23) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
3 | Nykthos, Shrine to Nyx | $34.73 | Legendary Land | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
12 | Plains | $0.06 | Basic Land - Plains | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
4 | Temple of Enlightenment | $0.13 | Land | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
4 | Temple of Silence | $0.18 | Land |
Sideboard - 15 cards, 5 distinct
Name | Edition | $ | Type | Cost | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Rarity | Color | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Creature (3) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
3 | Kataki, War's Wage | $3.30 | Legendary Creature - Spirit | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Sorcery (6) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
3 | Day of Judgment | $1.59 | Sorcery | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
3 | Timely Reinforcements | $0.16 | Sorcery | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Enchantment (6) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
3 | Rest in Peace | $1.54 | Enchantment | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
3 | Stony Silence | $1.91 | Enchantment |
Notes
This deck is like the GW Hate Bears of enchantment decks...if âenchantment decksâ is a thing we can compare other things to. We basically replace things like Leonin Arbiter, Gaddock Teeg, Aven Mindcensor, and Thalia, Guardian of Thraben with equally obnoxious and cumbersome enchantments such as Rest in Peace, Suppression Field, Runed Halo, and Ghostly Prison. (...and Leyline of Sanctity, and Porphyry Nodes, and Nevermore, and...)
While these cards seem like they âdo nothingâ - and they technically do - they're amazingly diverse and frustrating to get around. In conjunction with one another, they're virtually able to shut down entire decks and cards. I have no better example than the Enduring Ideal match where our opponent couldn't even crack his fetch lands thanks to Suppression Field. And this is just one card! And those are lands we're affecting at that! The list of cards and strategies in Modern that rely on âactivated abilitiesâ or âattacking with multiple creaturesâ or âtargeting a playerâ is huge. We even have answers to Burn decks in the maindeck Leyline of Sanctity. Have you ever played a Stony Silence against Affinity? They basically lose on the spot. (I'm only exaggerating slightly.)
The one deck I had some trouble with was Birthing Pod, but Melissa said she was actually able to beat it when she played against it. I lost against the four color version outside of the videos as well, the reason being that they have a ton of cards to deal with our disruption. They have Qasali Pridemages, and Harmonic Slivers, and Eternal Witnesses to get them back. And if we have Rest in Peace, they can combo with Kiki-Jiki, Mirror Breaker and Zealous Conscripts or Restoration Angel and beat us. If we have Ghostly Prison, they can beat us with Melira, Sylvok Outcast and Murderous Redcap. If we have things like Suppression Field, they can just attack us for a couple turns with two and three power guys. Birthing Pod decks seem to fight on several different fronts and we need this kind of perfect storm of disruption - usually combatting two or more fronts - in order to really Stifle them. Redundancy is also key, because if they're able to âcloneâ their Harmonic Sliver...whew. Scoop âem up.
As I mentioned in one of the videos, the other version of the deck contained Endless Horizons. For those that don't know, Endless Horizons is a card that lets us exile any number of Plains from our deck, and we're then allowed to put one into our hand every turn during our upkeep. Sure, someone could destroy the Endless Horizons, but I get the feeling they might have some better cards of ours to destroy in most situations. If this is the case, then our Endless Horizons simply becomes a white Phyrexian Arena that guarantees that we draw a spell and a land every turn (except when we draw a scry land or a Nykthos, Shrine to Nyx, but we'll let those instances slide). This is pretty perfect considering the one problem that we found with the deck was its inability to amass any form of card advantage. We're very much at the mercy of our deck and stuck with drawing one card per turn. This is often okay, but sometimes there are particular cards that are just dead against specific matchups, and it might be nice to be able to burn through your deck with a little higher velocity in those situations.
Let me tell you how much of a boss Heliod, God of the Sun is in this deck. If they don't have a Path to Exile, this guy is going to wreck your face. There was a time against Four Color Birthing Pod where we were making five tokens a turn thanks to about ten enchantments and a Nykthos, Shrine to Nyx. Eventually the opponent couldn't keep up and we took him to negative nine, despite his ability to make a copy of Spike Feeder with Kiki-Jiki, Mirror Breaker, activate two Gavony Townships, then remove four counters from the copy to gain eight life...every turn. Much like most control decks, there are very few win conditions in the deck (Heliod, God of the Sun and Sigil of the Empty Throne) and they need to be protected the same way a control deck would. Of course we don't have things like Counterspells, but for us this means naming the card we are afraid of with something like Nevermore. Path to Exile is one of the only cards that can remove Heliod for good, so make sure they don't have it or can't cast it before slamming this guy down; even an opposing Oblivion Ring we can handle with our own.
The only other changes I would consider making is maybe cutting back on one or two scry lands and adding a couple Plains in their place. I loved the scry lands and think they're a great addition (they were not in the 3-1 list), but sometimes you just need to curve out and cast all of your spells. We lost one game because we needed a Plains and drew a Temple of Enlightenment. Now there's no guarantee that the land we drew would have been a Plains and not another Temple if we made this swap, but it might help. It would also make Endless Horizons a little better if we ended up going that route.
While these cards seem like they âdo nothingâ - and they technically do - they're amazingly diverse and frustrating to get around. In conjunction with one another, they're virtually able to shut down entire decks and cards. I have no better example than the Enduring Ideal match where our opponent couldn't even crack his fetch lands thanks to Suppression Field. And this is just one card! And those are lands we're affecting at that! The list of cards and strategies in Modern that rely on âactivated abilitiesâ or âattacking with multiple creaturesâ or âtargeting a playerâ is huge. We even have answers to Burn decks in the maindeck Leyline of Sanctity. Have you ever played a Stony Silence against Affinity? They basically lose on the spot. (I'm only exaggerating slightly.)
The one deck I had some trouble with was Birthing Pod, but Melissa said she was actually able to beat it when she played against it. I lost against the four color version outside of the videos as well, the reason being that they have a ton of cards to deal with our disruption. They have Qasali Pridemages, and Harmonic Slivers, and Eternal Witnesses to get them back. And if we have Rest in Peace, they can combo with Kiki-Jiki, Mirror Breaker and Zealous Conscripts or Restoration Angel and beat us. If we have Ghostly Prison, they can beat us with Melira, Sylvok Outcast and Murderous Redcap. If we have things like Suppression Field, they can just attack us for a couple turns with two and three power guys. Birthing Pod decks seem to fight on several different fronts and we need this kind of perfect storm of disruption - usually combatting two or more fronts - in order to really Stifle them. Redundancy is also key, because if they're able to âcloneâ their Harmonic Sliver...whew. Scoop âem up.
As I mentioned in one of the videos, the other version of the deck contained Endless Horizons. For those that don't know, Endless Horizons is a card that lets us exile any number of Plains from our deck, and we're then allowed to put one into our hand every turn during our upkeep. Sure, someone could destroy the Endless Horizons, but I get the feeling they might have some better cards of ours to destroy in most situations. If this is the case, then our Endless Horizons simply becomes a white Phyrexian Arena that guarantees that we draw a spell and a land every turn (except when we draw a scry land or a Nykthos, Shrine to Nyx, but we'll let those instances slide). This is pretty perfect considering the one problem that we found with the deck was its inability to amass any form of card advantage. We're very much at the mercy of our deck and stuck with drawing one card per turn. This is often okay, but sometimes there are particular cards that are just dead against specific matchups, and it might be nice to be able to burn through your deck with a little higher velocity in those situations.
Let me tell you how much of a boss Heliod, God of the Sun is in this deck. If they don't have a Path to Exile, this guy is going to wreck your face. There was a time against Four Color Birthing Pod where we were making five tokens a turn thanks to about ten enchantments and a Nykthos, Shrine to Nyx. Eventually the opponent couldn't keep up and we took him to negative nine, despite his ability to make a copy of Spike Feeder with Kiki-Jiki, Mirror Breaker, activate two Gavony Townships, then remove four counters from the copy to gain eight life...every turn. Much like most control decks, there are very few win conditions in the deck (Heliod, God of the Sun and Sigil of the Empty Throne) and they need to be protected the same way a control deck would. Of course we don't have things like Counterspells, but for us this means naming the card we are afraid of with something like Nevermore. Path to Exile is one of the only cards that can remove Heliod for good, so make sure they don't have it or can't cast it before slamming this guy down; even an opposing Oblivion Ring we can handle with our own.
The only other changes I would consider making is maybe cutting back on one or two scry lands and adding a couple Plains in their place. I loved the scry lands and think they're a great addition (they were not in the 3-1 list), but sometimes you just need to curve out and cast all of your spells. We lost one game because we needed a Plains and drew a Temple of Enlightenment. Now there's no guarantee that the land we drew would have been a Plains and not another Temple if we made this swap, but it might help. It would also make Endless Horizons a little better if we ended up going that route.
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