Sideboard


This is rough idea for a BUG List for Modern, based on Jund, but with Blue instead for some other choices, and it includes the card Assassin's Trophy from Guilds of Ravnica. The basic idea of the deck is to control the first portion of the game with hand disruption in Inquisition of Kozilek and Thoughtseize and "soft" counters to tempo the game to your needs, Assassin's Trophy to slow down decks like Tron, Jund, and other lists by attacking either the mana base, or attacking the worst threat on the board. Most lists in Modern are running a finite number of Basic lands, so Assassin's Trophy puts in some work. Rounding out disruption are the cards of Fatal Push and Abrupt Decay, which will allow us to destroy an opposing Chalice of the Void on 2 (Which can be back-breaking in some situations, as a LOT of our cards are 2 drops), and rids us of creature issues. The finishers in the deck come out to be Snapcaster Mage beats, Thrun, the Last Troll (which is a VERY underrated and dangerous card with disruption to clear the way, especially against control), and Liliana, the Last Hope emblem and Jace, the Mindsculptor, helping to establish a "Soft lock" in being able to Fateseal the opponent when we need to make sure they don't get what they need off the top. We are also packing Manlands in the form of Creeping Tar Pit to get through Blockers, and Lumbering Falls, which is relevant with Hexproof (can be done at instant speed to protect it from Field of Ruin or Ghost Quarter, effectively costing the opponent a land in GQ, and netting us a free land). Liliana of the Veil is packing some disruption as well, in that we can often afford to +1 her and cause a discard. Digging through our deck can be done with Serum Visions, but I was thinking of something else to draw us some more cards in the main somewhere. The one of maindeck Surgical Extraction is there for getting rid of a nasty threat permanently, like a Tron land, or any kind of a problem creature in creature heavy decks. Damnation is our one main board wipe, which helps to keep us stable against the onslaught of Creatures, often ridding us of a board of problems with Burn's creatures, Humans, and other decks. Remand and Mana Leak get significantly worse as the game goes, but even a late game tempo play of Remand from the grave with Snapcaster can buy us a turn to find what we need. Logic Knot is a godsend in the early, middle, AND late game, I don't know if only 2 is the magic number, or if I can go up to 3 cutting a Mana Leak. The sideboard is built with a lot of decks in mind. Obviously, Krark-Clan Ironworks is an issue in the game right now, so running 2 Ceremonious Rejection pairs nicely with the maindeck Negate, which in turn both cards are good against not only the KCI combo and Tron, but are also applicable against Affinity, which can be an issue. Collective Brutality is in for both control lists with the Duress mode, AND some creature lists, since it helps stem the loss of life against Burn and Aggro decks by killing a creature, or gaining life, or sometimes both. Leyline of the Void is in for Dredgevine, Hollow One, and other grave-based strats like Storm. It's also incidentally good against KCI. Nature's Claim is in for hitting pesky Blood Moon plays, Search For Azcanta, and Artifacts that may give issues, like Batterskull or Cranial Plating. Seal of Primordium is here for the same reason, except it's more of a deterrent and proactive, as there are some cards people will not play into a Seal. Cyclonic Rift is an instant speed board clear, if needed against Creature decks, go wide strategies, and helps keep unwanted threats off the board. Engineered Explosives speaks for itself, which can answer decks like Humans, Mardu Pyromancer, and can even help against Jund or Abzan by getting rid of problem cretires or permanents. Surgical was covered already, as it's second copy is used for the same purpose, just removing another threat from the game. Trickbind rounds out the cards, as it can help shut off a fetchland, a Planeswalker activation, Walking Ballista, or even Storm (since, believe it or not, Storm is a trigger that happen when casting!), which can't be interacted with, since it has Split Second. Trickbind is also useful against Thought-knot Seer, Reflector Mage, Meddling Mage, and even the csat triggers of our big Eldrazi friends. After some testing, I decided the deck needed some other kind of permanent disruption, so I added in Maelstrom Pulse back in to the main, and dropped an Assassin's Trophy. I also added a Pull from Tomorrow and Dropped a Remand so we have more draw mid to late-game, or at the end of an opponent's turn to refuel the hand. Being an Instant,it's also very potent to Flashback with Snapcaster Mage.

The deck is a work in progress and has undergone a lot of changes in the past few days, and I would definitely not mind hearing from you guys on your thoughts of the deck being good enough to play. Any serious suggestions will be considered, as I still have to fully build the list. Thanks for giving it a look, and I look forward to critiques!

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Date added 5 years
Last updated 5 years
Legality

This deck is Modern legal.

Rarity (main - side)

10 - 1 Mythic Rares

33 - 9 Rares

7 - 2 Uncommons

5 - 3 Commons

Cards 60
Avg. CMC 2.03
Tokens Emblem Liliana, the Last Hope, Zombie 2/2 B
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