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Witch-Maw Nephilim

Modern GWUB

RubyofMax


Sideboard


So this deck is focused around getting witchmaw out as soon as possible and enchanting it with some goodstuff. Early game: In the first couple of you'll need to set-up a decent mana-base. You can accomplish this with opt, though most of it is based around a good opening hand and a little bit of ramp. (If you need this accelerated, swap out some cards with Anticipate) You'll want to get Witch-Maw Nephilim out as soon as possible.

Mid game: Okay, you have Witch-Maw Nephilim out, next goal is to tutor for some good enchantements and/or other spells. You'll accomplish this with the 6 tutor cards that you have (Mastermind's Acquisition, Abundance). It is also important to set-up a good card draw(reffering to The Immortal Sun, but only if nescessary).

Late game: You should now have a Witch-Maw Nephilim on the battlefield that is at least an 11/11 with a couple of enchantements and an ozolith. At this point the goals is to attack your opponent non-stop. If you have enough mana, try going for the Eldrazi Conscription to finish your opponent off. If they manage to destroy any of your permanents, use your Gaea's Blessing for some recursion. If everything goes as planned, hey, you won!

I am always open and grateful for suggestions and comments! This Deck was originally intended to be budget, but got a little out of hand. Budget suggestions: Swap the scry-Lands for some normal tap-lands. You also dont have to include The Immortal Sun. For the Assassin's Trophy, you can swap it out for some Cast Down or Return to Nature depending on your meta.

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94% Casual

Competitive

Date added 4 years
Last updated 3 years
Legality

This deck is Modern legal.

Rarity (main - side)

0 - 2 Mythic Rares

10 - 7 Rares

20 - 2 Uncommons

12 - 4 Commons

Cards 62
Avg. CMC 2.58
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