Type: Deck Idea
Format (legal 👍) modModern
Approx. Value:
$533.58
Buy

0 Likes 0 Comments
Avg. CMC 1.64
Card Color Breakdown
Card Type Breakdown

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Main Deck - 74 cards, 37 distinct
Columns
Name  Edition $ Type Cost
Rarity Color
Creature (5)
4 Hedron Crab
$8.18 Creature - Crab
1 Minister of Inquiries
$0.10 Creature - Vedalken Advisor
Instant (25)
4 Archive Trap
$4.78 Instant - Trap
1 Archmage's Charm
$1.52 Instant
1 Cerulean Wisps
$3.11 Instant
2 Cryptic Command
$7.34 Instant
1 Deprive
$0.35 Instant
1 Dispel
$0.23 Instant
1 Dream Twist
$0.10 Instant
1 Force of Negation
$42.90 Instant
2 Mission Briefing
$0.21 Instant
1 Pact of Negation
$10.68 Instant
2 Surgical Extraction
$2.63 Instant
4 Thought Scour
$0.26 Instant
4 Visions of Beyond
$6.39 Instant
Sorcery (14)
1 Ancestral Vision
$3.83 Sorcery
1 Artful Dodge
$0.62 Sorcery
1 Distortion Strike
$0.39 Sorcery
1 Memory Sluice
$0.32 Sorcery
1 Mystic Speculation
$3.88 Sorcery
1 Sanity Grinding
$2.14 Sorcery
4 Serum Visions
$0.65 Sorcery
4 Tome Scour
$0.12 Sorcery
Artifact (2)
2 Ensnaring Bridge
$10.78 Artifact
Enchantment (8)
1 Curiosity
$0.31 Enchantment - Aura
1 Curious Obsession
$0.50 Enchantment - Aura
4 Drowned Secrets
$0.68 Enchantment
2 Fraying Sanity
$2.55 Enchantment - Aura Curse
Land (20)
1 Breeding Pool
$15.82 Land - Forest Island
4 Darkslick Shores
$4.77 Land
2 Field of Ruin
$0.19 Land
4 Misty Rainforest
$20.12 Land
4 Polluted Delta
$13.42 Land
1 Snow-Covered Forest
$1.17 Basic Snow Land - Forest
2 Snow-Covered Island
$1.35 Basic Snow Land - Island
1 Snow-Covered Swamp
$0.85 Basic Snow Land - Swamp
1 Watery Grave
$12.78 Land - Island Swamp
Sideboard - 54 cards, 37 distinct
Name  Edition $ Type Cost
Rarity Color
Creature (5)
1 Drowner Initiate
$0.24 Creature - Merfolk Wizard
1 Jace's Phantasm
$0.24 Creature - Illusion
1 Martyr of Frost
$0.17 Creature - Human Wizard
1 Thing in the Ice // Awoken Horror
$2.28 Creature - Horror // Creature - Kraken Horror
1 Trusted Advisor
$0.32 Creature - Human Advisor
Instant (21)
4 Assassin's Trophy
$2.64 Instant
1 Ceremonious Rejection
$0.12 Instant
2 Fatal Push
$1.55 Instant
1 Gigadrowse
$0.19 Instant
1 Opt
$0.10 Instant
1 Pongify
$4.09 Instant
1 Quicken
$0.25 Instant
1 Rapid Hybridization
$2.76 Instant
2 Ravenous Trap
$0.21 Instant - Trap
1 Remand
$0.45 Instant
1 Repeal
$0.07 Instant
1 Spell Pierce
$0.16 Instant
1 Spell Snare
$6.31 Instant
1 Stream of Unconsciousness
$0.21 Tribal Instant - Wizard
1 Swan Song
$11.88 Instant
1 Vapor Snag
$0.24 Instant
Sorcery (6)
3 Collective Brutality
$0.83 Sorcery
2 Damnation
$18.27 Sorcery
1 Sleight of Hand
$0.42 Sorcery
Artifact (11)
2 Damping Matrix
$0.77 Artifact
2 Engineered Explosives
$6.79 Artifact
1 Kraken's Eye
$0.13 Artifact
2 Pithing Needle
$0.51 Artifact
4 Profane Memento
$0.69 Artifact
Enchantment (9)
1 Jace's Erasure
$0.18 Enchantment
4 Leyline of the Void
$1.21 Enchantment
1 Psychic Corrosion
$4.77 Enchantment
1 Search for Azcanta // Azcanta, the Sunken Ruin
$2.11 Legendary Enchantment // Legendary Land
1 Spontaneous Mutation
$0.02 Enchantment - Aura
1 Telepathy
$0.86 Enchantment
Land (2)
1 Ipnu Rivulet
$0.29 Land - Desert
1 Oboro, Palace in the Clouds
$28.69 Legendary Land

Notes
 
The concept here is based drowned secrets. If we concede more blue spells and less all other spells, and more low to the ground cantrips at that, then we in theory get a more consistent mill engine, and potentially more explosive. drowned secrets replaces glimpse, which means that it needs to mill 10 to be on par, and fraying sanity replaces mind funeral, which is assuredly even. We add thought scour the full boat of visions, which brings up to 12 1 mana cantrips. Visions should fire off more regularly, and with low curve we chould be able to dump our hand immediately. We also get a more streamlined manabase, with all lands needing to make untapped blue outside of the two field of ruin and basic swamp/forest.

Although potentially more explosive, we have serious concessions. Every non blue card in the deck is a significant cost, making the additions of surgical, ensnaring bridge (over damnation here for cmc and impact), and assasin's trophy definitely not free. We could eschew black, but that weakens our answer options, which we need some amount of. This deck would need to really hone on the most impactful 6-8 spots of interaction for any given weekend. Further, we open ourselves up to 2 new vulnerabilities, specifically chalice on 1 and the more likely engineered explosives. Destroying the enchantments before they have reached their potential means a loss of immediate value compared to the sorcery speed options. Part of the strength of the other approaches is that you only need 4-5 cards to close the game, where as this version is consistently working towards the plan at all times but more incrementally. It both a strength and a weakness as all cards, lands and all spells, become mill options so closing becomes easier, but it's perhaps a little slower and more vulnerable. I think the key to breaking this strategy is to be able to make drowned secrets just reliably more value than glimpse. A blue manamorphose would be perfect. Needs more testing and a couple fnm's to be a viable tournament option.
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