Sideboard


Maybeboard


So I've been toying around with the idea of a blue black control deck in modern for a couple months now in various forms from Leyline of Anticipation making everything instant speed to 4 Nephalia Drownyard as the only wincon but with pptq for melbourne approaching I wanted to try and refine it more.

Below is an explanation of all the cards in the deck and I will be posting updates as I playtest. Would love any comments or suggestions as I realise the deck probably needs refining.

Mainboard

Lands:4 Creeping Tar Pit - I am running a full playset of the U/B manland as I feel it offers a way to beat down in the really late game aswell as allow me to trade in the mid-game.

Instants:1x Blue Sun's Zenith - I decided to play a copy of blue suns zenith as it can give you an insurmountable card advantage in the late game or just be used for x=2-4 in the mid game and still provide a huge advantage over your opponent. Aswell as this the shuffle back into the library effect means that I only need one.

3x Cryptic Command - So Cryptic is the be all end all of Modern counters and I love playing the card , However I feel that given the 4 mana cost having more than 3 is unnecessary as with Snapcaster Mage flashback I should't need the fourth copy.

2x Logic Knot - Personally I hate playing Mana Leak as it feels really weak after turn 5/6, the delve mechanic attached to logic knot allows me to constantly counter targets regardless of the position in the game while only costing 2 mana.

2x Remand - Remand is a great way to swing tempo early or stall/dig in the mid-game and is a nice counter in general for 2 mana

3x Spell Snare - Given the quantity of 2 mana targets in the format I feel 3 spell snares is well worth the investment.

1x Muddle the Mixture - So this my secret tech so to speak, the card itself isn't to bad with the rise of collected company and its viability against other control decks or removal but the main purpose of the card is the transmute effect. Similarly to bloom titan fetching pacts I use this to look for the tool I need in any given situation this can be removal, a counter or a threat with snap caster or jace, it can also fetch black sun's zenith for board wipe or profane command for a blow out.

2x Go for the Throat - the first part of my 3 part removal package, go for the throat can deal with the creatures in every top teir deck in the format (bar affinity and tron) and is fetchable with Muddle the Mixture

2x Smother - So my original choice for the other 2 drop removal spell was Victim of Night however with the rise of grixis and Gurmag Angler which is a zombie I feel this card is stronger in the meta, it also gives the benefit of not being double black which can be relevent at times aswell as being fetchable by Muddle

2x Hero's Downfall - This is the final piece of my removal package and while being slightly more expensive than the standard modern removal I feel the extra cost is worth it. I think this because it is the only real way I can deal with Liliana or tron planes walkers without multiple creatures on board (which almost never happens).

1x Repeal - So repeal is the only mainboard answer to enchantments except for counters and an added benefit is that it replaces itself with draw so I'm not worried about trading inefficiently when i return the target to hand. Added benefit is I can hit tokens such as Voice of Resurgence for 1 mana and draw a card.

4x Think Twice - Think twice is the best 'cheap' card advantage in the format for blue, the instant speed and split cost with flashback means I can cast it at the end of a turn if I still have mana while not having to invest my whole mana base each turn.

Sorcery:1x Black Sun's Zenith - So I run a one of black sun's as the shuffle effect is extremely useful as it means I always have a board wipe in my deck, As well as this the -1/-1 counters deals with cards such as Kitchen Finks or card:Hangerback Walker and it has the added benefit of being searchable by Muddle the Mixture

1x Damnation - The second board wipe in the main with can't be regnerated as a bonus

1x Profane Command - The second piece of 'secret tech' I run this because of the versatility it offers, I can kill a creature and return one or just damage my opponent. The return effect also combines will with my creatures as I have Snapcaster Mage and Mulldrifter who have ETB effects aswell as jace who is extremely strong in the late game.

Creatures:2x Tasigur, the Golden Fang - So tasigur is a great card in general but I feel it shines in this deck as between tasigur and logic knot I should be able to regularly shrink my graveyard to only contain cards I want with tasigur's activated ability. Aswwell as this it provides a strong beater to help block or close the came

2x Jace, Vryn's Prodigy   - So I'm testing this version of Jace out over Jace, Architect of Thought as the 2 mana makes it a smaller investment and the cycle as a creature can help me keep up counters or removal. Added to this once he has fliped Jace, Telepath Unbound   offers flash back of removal and board wipes aswell as an alternate wincon if it ever gets there.

3x Snapcaster Mage - This cards needs little explanation it is extremely strong in any deck control or otherwise however I feel 4 will be to much as I will draw more snapcasters than targets in the long run

2x Mulldrifter - Another test card I played this deck for a couple weeks and was finding that I didn't have enough card advantage in the mid game, As such I and trailing this mulldrifter as if needed i can evoke for quick cards or play it for full cost and get a beater/blocker while also drawing 2 cards. It also has the added benefit that it can be targeted by profane command in the late game so even if I evoke it early

Sideboard

1x Consume the Meek - the first of 2 boardwipes in the side, this one allows me to fetch it with mystical teachings or cast it at instant speed if necessary.

1x Damnation - the second boardwipe in the side this just allows me to have 4 board wipes post-board against decks like zoo or jund

1x Dispel - Create against control or collected company and even burn (kinda)

2x Dragon's Claw - Purely for the burn match up it is the only source of lifegain in the deck and is fetchable with Muddle the Mixture

2x Gatekeeper of Malakir - Great against infect or boggle it can also just offer an extra removal card against zoo and creature based decks

1x Glen Elendra Archmage - Great against all number of decks the ability to counter everyone non-creature in the format for one mana lets me be more aggressive in my turn

2x Leyline of the Void - Great against delve based decks or anything that interacts with the graveyard

1x Mystical Teachings - This allows me to search through my tool box for the right card at the right time, I can fetch up blue sun's zenith for card advantage or consume the meek for a board wipe or just a standard removal or counter

2x Night of Souls' Betrayal - Great against infect or decks with lingering souls getting one of these out can remove any mana dorks aswell as make any damage I recieve smaller

1x Repeal - the only real answer I have to enchantments like bloodmoon once they resolve it can also just help to stall against creatures

1x Teferi, Mage of Zhalfir - Teferi is great against any deck that operates at instant speed and can be a complete blow-out for an opponent.

Suggestions

Updates Add

So I took this deck to my weekly modern event again this week at this time went 1-3. However again I lost multiple games/set to misplays which if I hadn't made I feel the deck would have done well.

First round I played against Collected Company. I lost 0-2 however game one I lost because I attempted to snap back a damnation with scavenging ooze on board and he responded by exiling it and swung for lethal next turn with creatures, I had Black sun's zenith in hand at the time but wanted to keep it for security which was clearly a mistake.

Game 2 I lost because after I had to mullgian to 6 and after I resolved a Night of soul's betrayal he collected companied into Qasali Pridemage and a card:fullminator mage which I couldn't recover from.

Match two was against jeskai control which I won 2-1, game one I lost due to having alot of dead removal in hand which is how I expected game one to go. Game two I managed to just win on 4 life after stabalising and gaining significant card advantage from tasigur and think twice. The final game I managed to keep ontop of counters and stay ahead from the start and won fairly quickly (I would estimate turn 8-10).

Match three was against allies, I lost game 1 because I missplayed and didn't destroy the cavern of soul's immediately after I played ghost quarter even though I had counters in hand and he resolved Kabira Evangel and went straight past my blockers to kill me. Game two I resolved night of soul's betrayel and he responded by celestial purging it and after a bit of a grind I ran out of answers and he won.

Match four was against elves and once again I misplayed losing me the game by killing the wrong creature allowing him to combo off and win. Game two I managed to board wipe after he'd dumped his hand but off the top he collected companied into two elvish visionaries and just pushed through any removal I had left.

Overall I feel the deck didn't do to badly it is probably slightly under-powered compared to the creature heavy meta and definately struggles against collected company decks due to the complete unpredictability of the card as such I may need to add a second dispel into the sideboard to help consistently stop them from casting it however a bit more testing is required.

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Date added 8 years
Last updated 7 years
Legality

This deck is Modern legal.

Rarity (main - side)

5 - 0 Mythic Rares

27 - 8 Rares

16 - 4 Uncommons

8 - 3 Commons

Cards 61
Avg. CMC 2.60
Tokens Emblem Jace, Vryn's Prodigy
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