Type: Deck Idea
Format (legal 👍) modModern
Approx. Value:
$30.52

0 Likes 0 Comments
Avg. CMC 4.45
Card Color Breakdown
Card Type Breakdown

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Main Deck - 60 cards, 17 distinct
Columns
Name  Edition $ Type Cost
Rarity Color
Creature (6)
2 Fog Bank
$0.28 Creature - Wall
4 Zhur-Taa Ancient
$0.32 Creature - Beast
Instant (4)
4 Turn // Burn
$0.14 Instant // Instant //
Sorcery (25)
4 Blast of Genius
$0.08 Sorcery
4 Cultivate
$0.55 Sorcery
4 Enter the Infinite
$4.20 Sorcery
4 Farseek
$1.00 Sorcery
4 Pyroclasm
$0.16 Sorcery
1 Unexpected Results
$0.42 Sorcery
4 Urban Evolution
$0.18 Sorcery
Enchantment (1)
1 Seismic Assault
$0.67 Enchantment
Land (24)
5 Forest
$0.08 Basic Land - Forest
4 Gruul Guildgate
$0.04 Land - Gate
3 Island
$0.09 Basic Land - Island
4 Izzet Guildgate
$0.11 Land - Gate
4 Mountain
$0.12 Basic Land - Mountain
4 Simic Guildgate
$0.15 Land - Gate
Sideboard - 0 cards, 0 distinct
No cards here. :(

Notes
 
Enter the Infinite is typically the type of card I never consider. I just automatically assume I'll never be able to create 12 mana. However, we're going to abuse two cards from the Return to Ravnica block: Zhur-Taa Ancient and Blast of Genius. I'm surprised Zhur-Taa Ancient is not more popular than it is. Sure, it's double mana effect is symmetrical and our opponent gets to use it first, but we can be much more prepared to spend all this extra mana. Blast of Genius with Enter the Infinite allows us to deal 12 damage and draw two cards with one spell - nothing to sneeze at!

So the next question - if we cast Enter the Infinite, how are we actually going to win the game? Seismic Assault is perfect. Once we draw our deck, we will discard all of our lands. The reason I like this choice so much is that it's a very reliable condition and takes up only one slot out of our 60.

Now that our core is established, let's fill out the rest of our deck. I want to have two sets of cards. One set to ramp us into all these expensive spells, and another set to hold attackers at bay.

We'll start off our ramp package with Farseek. Next is Cultivate. I thought about Peregrination, but even though the scry 1 is very nice in a deck like this, the extra mana in the CMC makes Peregrination less reliable in the early game. I also like that Cultivate will take us right into our five mana spells. Our last ramp spell will be Urban Evolution. While Evolution may be a little slow, the card draw is extremely important and makes the deck so much more consistent.

I also want to run a singleton of Unexpected Results. As the name implies, Results is a little unreliable, but the ability to just pop out our Enter the Infinite or Blast of Genius on turn three or four is very appealing.

We'll round out our deck with Turn // Burn, Pyroclasm and Fog Bank. Changing these three cards, depending on your metagame may be a good idea. I like Turn // Burn's flexibility and that it functions well with Blast of Genius. I also really like the potential of Pyroclasm to single-handedly wipe out an aggro opponent's board state.

For our mana base, we will run 12 guildgates along with some basics. Unfortunately it's slow, but this deck's design allows it to play sloppily with it's tempo.
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