Sideboard


Maybeboard


Not your average everyday control deck. This deck focuses on the card Mystical Teachings. 32 of the 34 nonland cards in the deck are instants or have flash, allowing you to get whatever you need. This allows for a lot of one-of's, and makes your post sideboard games much stronger. However, this is a 4 mana card that just gets you another card. To survive until the late game, you have 3 Path to Exile and two Fatal Push, stoping early aggression. The one Rest for the Weary is there to be fetched with Mystical Teachings to help you stabilize against burn or other fast decks, and you have two sorcery speed and one instant boardwipes to kill their creatures. Logic Knot is the closest you can get to a Counterspell in modern, and the fetch lands allow to fuel the delve early on. Use Snapcaster Mage for value, using whatever spell you need again, increasing the redundancy a bit more in this inconsistent deck. Eventually win with Celestial Colonnade or White Sun's Zenith x=a lot.

I'm considering running Utter End, and going over 60 cards. Utter End doesn't hurt you, but an extra mana can make a big difference. As for card count, it's general wisdom you want 60 cards, so you can draw the ones you need when you need them, but with Mystical Teachings I can use the extra card slots for specific answers. Any opinions?

Suggestions

Updates Add

-1 Path to Exile, -1 Spell Snare, +2 Fatal Push

Fatal Push is now a thing. I'm testing it out. Seems good in the early game and falling off quickly later, especially because the only permanents hitting our graveyard are fetch lands and Snapcaster Mages.

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Date added 8 years
Last updated 5 years
Splash colors G
Legality

This deck is Modern legal.

Rarity (main - side)

1 - 3 Mythic Rares

32 - 6 Rares

13 - 2 Uncommons

10 - 4 Commons

Cards 60
Avg. CMC 2.56
Tokens Cat 2/2 W, Soldier 1/1 W
Folders Competative
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