Type: Deck Idea
Format (legal 👍) modModern
Approx. Value:
$765.52

0 Likes 2 Comments
Avg. CMC 2.83
Card Color Breakdown
Card Type Breakdown

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Main Deck - 73 cards, 30 distinct
Columns
Name  Edition $ Type Cost
Rarity Color
Instant (24)
4 Archive Trap
$14.19 Instant - Trap
1 Commit // Memory
$0.41 Instant // Sorcery //
2 Cyclonic Rift
$31.76 Instant
3 Holy Day
$0.46 Instant
2 Mindbreak Trap
$77.97 Instant - Trap
2 Noxious Revival
$4.86 Instant
4 Path to Exile
$1.11 Instant
4 Remand
$1.21 Instant
1 Settle the Wreckage
$4.51 Instant
1 Spell Snare
$0.80 Instant
Sorcery (10)
4 Day's Undoing
$2.17 Sorcery
4 Serum Visions
$0.64 Sorcery
2 Supreme Verdict
$1.89 Sorcery
Artifact (9)
4 Mesmeric Orb
$16.57 Artifact
4 Nihil Spellbomb
$0.39 Artifact
1 Pithing Needle
$0.67 Artifact
Enchantment (6)
2 Leyline of Sanctity
$0.81 Enchantment
4 Leyline of the Void
$2.43 Enchantment
Land (24)
4 Aether Hub
$0.18 Land
2 Celestial Colonnade
$1.19 Land
1 Clifftop Retreat
$2.12 Land
1 Ghost Quarter
$1.03 Land
4 Glacial Fortress
$1.54 Land
1 Island
$0.10 Basic Land - Island
1 Mountain
$0.12 Basic Land - Mountain
4 Plains
$0.09 Basic Land - Plains
2 Sacred Foundry
$17.77 Land - Mountain Plains
1 Sulfur Falls
$1.82 Land
1 Swamp
$0.91 Basic Land - Swamp
2 Watery Grave
$12.56 Land - Island Swamp
Sideboard - 134 cards, 64 distinct
Name  Edition $ Type Cost
Rarity Color
Creature (13)
1 Azor's Elocutors
$0.32 Creature - Human Advisor
1 Chancellor of the Annex
$2.31 Creature - Phyrexian Angel
4 Kami of False Hope
$1.72 Creature - Spirit
4 Snapcaster Mage
$15.44 Creature - Human Wizard
1 Solemn Simulacrum
$0.67 Artifact Creature - Golem
2 Spellskite
$4.38 Artifact Creature - Phyrexian Horror
Instant (51)
4 Angelsong
$0.36 Instant
4 Batwing Brume
$4.93 Instant
1 Censor
$0.20 Instant
4 Countervailing Winds
$0.06 Instant
3 Dawn Charm
$1.11 Instant
1 Dispel
$0.24 Instant
1 Disrupting Shoal
$0.61 Instant - Arcane
1 Failure // Comply
$0.16 Instant // Sorcery //
3 Farm // Market
$0.05 Instant // Sorcery //
4 Haze of Pollen
$0.04 Instant
4 Hieroglyphic Illumination
$0.07 Instant
2 Negate
$0.11 Instant
4 Opt
$0.13 Instant
1 Pact of Negation
$10.51 Instant
2 Riot Control
$0.33 Instant
4 Runeflare Trap
$0.18 Instant - Trap
1 Settle the Wreckage
$4.51 Instant
1 Shining Shoal
$4.93 Instant - Arcane
4 Surgical Extraction
$2.63 Instant
1 Utter End
$0.21 Instant
1 Whiplash Trap
$0.05 Instant - Trap
Sorcery (14)
1 Collective Brutality
$1.29 Sorcery
3 Crumble to Dust
$0.16 Sorcery
1 Entreat the Angels
$1.43 Sorcery
1 Infinite Obliteration
$0.22 Sorcery
1 Lost Legacy
$0.12 Sorcery
1 Reforge the Soul
$8.12 Sorcery
1 Slaughter Games
$0.27 Sorcery
4 Sleight of Hand
$0.37 Sorcery
1 Terminus
$0.80 Sorcery
Artifact (24)
4 Abandoned Sarcophagus
$0.10 Artifact
1 Damping Matrix
$0.39 Artifact
2 Elixir of Immortality
$0.80 Artifact
1 Engineered Explosives
$18.00 Artifact
4 Howling Mine
$3.25 Artifact
1 Isochron Scepter
$13.42 Artifact
4 Locket of Yesterdays
$5.29 Artifact
1 Pithing Needle
$0.67 Artifact
1 Thaumatic Compass // Spires of Orazca
$3.58 Artifact // Land
4 Tormod's Crypt
$0.24 Artifact
1 Trading Post
$0.49 Artifact
Enchantment (23)
1 As Foretold
$0.86 Enchantment
3 Blind Obedience
$2.02 Enchantment
1 Blood Moon
$6.07 Enchantment
2 Circle of Protection: Red
$0.16 Enchantment
4 Fevered Visions
$1.31 Enchantment
1 Leyline of Anticipation
$1.61 Enchantment
2 Leyline of Sanctity
$0.81 Enchantment
1 Luminarch Ascension
$11.85 Enchantment
2 Porphyry Nodes
$0.38 Enchantment
1 Rule of Law
$0.32 Enchantment
1 Search for Azcanta // Azcanta, the Sunken Ruin
$2.81 Legendary Enchantment // Legendary Land
1 Seismic Assault
$0.57 Enchantment
3 Stony Silence
$3.05 Enchantment
Planeswalker (8)
2 Ashiok, Nightmare Weaver
$2.45 Legendary Planeswalker - Ashiok
2 Jace Beleren
$2.31 Legendary Planeswalker - Jace
4 Nahiri, the Harbinger
$0.35 Legendary Planeswalker - Nahiri
Land (1)
1 Mikokoro, Center of the Sea
$5.83 Legendary Land

Notes
 
This deck is exploring the interaction of Day's undoing and one-sided graveyard hate, like leyline of the void, Nihil Spellbomb, and Tormod's crypt. The effect is like mill. They don't re-shuffle in, and then they draw seven. They play out their hand, lose more cards to the graveyard, and we rinse and repeat. If the cards I draw and deploy accelerate this process, negate their lines of play, and are able to cast with little mana, then I have an effective exile based mill deck. Mesmeric orb and Archive trap are great  mill effects that cost little mana, and the redundancy of cards is really good with day's undoing and orb. This creates interesting room with locket of yesterdays and "free" spells, which is a sure way to break a wheel mirror. The question is to make this a turbo fog deck or not, which it is also conducive to. Card fluidity outside of day's undoing is needed, as a lot of the free spells are situation-ally free, or poor in multiples like leylines.

A huge tension is needing cards that stick easy that completely invalidate strategies. Leyline of Sanctity seems like the surest bet to beat strategies that will thrive the most with this, like storm, heavy discard and burn. Navigating counterspells will be tricky, and I do need key cards to defend and keep the engine going. Kor firewalker out of the board is real good, or even prism ring main if I can get enough spells in one color. I hope to break up infinite combo's with exiling key pieces. I need my graveyard, but that's not immediately obvious. I think the deck needs to bridge the early game smoothly, cast day's undoing early and often without fear, and answer a grip full of cards from most decks.

I think a default includes white for path to exile, settle the wreckage, supreme verdict, and cards that are effective for fog. An interesting card for white is rule of law, as choking spells is a great way to stifle the downside of drawing so many cards. The downside is it's hard to take advantage of from control decks with their own counterspells, and double spelling is not possible for myself. So a crucial turn can be navigated around by my opponent. Chancellor seems much better, but way more expensive, another do nothing in my hand unless I add more do nothings to the deck. I'm almost never going to cast it.

It would also be cool to explore blood moon, reforge the soul, molten vortex/seismec assault, magmatic insight, and faithless looting. No white means no path/settle the wreckage, which are real good here, but better card flow options, and some pretty big upgrades. Would also need to make sure the mana worked out.
Comments
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  • Alfredo Caban (23-Oct-2017 21:07)

    I want to see this in action do you have it up and running yet?


     
    • Adam Haggerty (23-Oct-2017 21:14)

      Not yet. Just had the brainstorm while on lunch today. It seems like I have to get the balance just right for it to run smoothly, so it might be a minute. There's a lot of tools and room to brew with it, just have to adjust it right. I love the idea of just not dying and removing there whole deck from the game though! Mesmeric orb is a beating.