Maybeboard


Description

Spell Damage or Creature Beat Down, It's two modern decks in one Hybrid Package.


Table of contents

  • Introduction

  • Turn 2 kill

  • Card Choices

  • Side Board

  • Maybe Board


Introduction

The deck's goal is to utilize the combination of Lightning Storm and Treasure Hunt . By utilizing dual lands, the deck hopes to get Lightning Storm off as soon as possible. For games 2 and 3, if we feel that the opponent is going to bring in a Layline, we can switch over from Storm Hunt to Zombie Hunt with Zombie Infestation for a slower, yet still viable strategy with an army of zombies. This concept does make the deck feel suboptimal in design. Typically I'd like for my sideboard to be strictly situational cards, with my average build in the Main board. Because I condensed 1/2 the deck into 15 cards, this means some of the situational cards (specifically Mouth of Ronom) have to stay in the main board. Overall, the deck does run smoothly, but it is something to think about.


Turn 2 kill

Turn 0: Start game 2nd. Play Gemstone Caverns

Turn 1: Play Reliquary Tower into Treasure Hunt . Draw 47 lands, leaving only your spells in the deck. Stop at Lightning Storm or draw it at the beginning of your next turn.

Turn 2: Play Snow-Covered Mountain and cast lightning Storm. Discard all 51 of your lands in hand bringing Lightning Storm's power from 3 to 105.

Pure. Unadulterated. Domination.

...Or you could just draw to about 10 lands due to your opponent most likely having shocked themselves to 17 life, and you needing to redirect lightning storm. but that's not as cool.


Card Choices

Reliquary Tower is a 4 of because it is a necessity for getting your hand large enough for Lightning Storm.

Boseiju, Who Shelters All is needed to make sure we don't wiff on lightning storm. doing so most likely loses us the game.

Gemstone Mine /Gemstone Caverns has the ability to tap for any color. this is supposed to be a fast deck, so Gemstone Mine's counters shouldn't be a big worry for us.

other duals: helps an easier transition from treasure hunt into Lightning Storm, or for Zombie hunt in River of Tears' case.

Nephalia Academy helps because protecting our hand is essential. Having an answer to a card in an actual deck like Kozilek or thoughtsieze is a great benefit.

Tolaria West lets us find any land we need, Reliquary tower for our combo, Mouth of ronom for if the opponent has a spellskite, etc.

Snow lands: as stated earlier, Mouth of Ronom is for Spellskite, a card that kills our combo. To use this, we also use snow-covered basics.

Mikokoro, Center of the Sea/Geier Reach Sanitarium are able to draw us a card if we're desperate for stabilizing after something went wrong in our match.

Radiant Fountain because with your opponent doing whatever he/she is doing, and you pinging yourself with cards like Steam Vents and Shivan Reef, this might get you the 2 life needed to boseiju out a Lightning Storm for the win.

Ghost Quarter helps with tron and scapeshift. We only run 1, but can tutor it out with Tolaria West.


Sideboard

Zombie Infestation is the other possibility for our combo with Treasure Hunt. Spawn a bunch of Zombies to win.

Bojuka Bog is in place in part to help with mana fixing, but also can assist with Dredge.

Contested War Zone is to make our Zombies a little more powerful. the goal is to have the zombies come in at the end of our opponent's turn, and contested war zone on your turn to pump them up for one big push.

Snow-Covered Swamp will help mana fix, and let us use Mouth of Ronom if needed.

Tomb of Urami is in the side board as a terrible stabilizer after a board wipe/counter spell. Possibly a 5/5 flyer can take out a big threat, or pose as one until we can get a few great draws under our belt.


Maybe Board

At the top of the list is Ghost Quarter. I really want to find room for 2 of these as opposed to 1 due to both tron and scapeshift, but I cannot find room for it anywhere. I could possibly go down the River of Tears or Steam Vents, but that takes away from the 2 colors we absolutely need to have on the field on turn 3.

Man lands, although stated not to be relevant by a lot of people, always interested me. Faerie Conclave, Kher Keep , Creeping Tar Pit, Mutavault, and Ghitu Encampment are all Man Lands that I think could get us out of a pickle. The only problem is that by turning into creatures, they become risks for removal that would set our combo back a turn.

Scrying Sheets is one of the main reasons I thought about using snow-lands, but as time went on and I edited this decks snow lands out gradually, Sheets lost it's initial value for being in the deck.


Suggestions

Updates Add

Comments





Compare to inventory
Date added 10 months
Last updated 10 months
Legality

This deck is Modern legal.

Cards 60
Avg. CMC 2.33
Folders Wild decks, Home Brews, Decks to Look Into When I'm Not Poor, Shit I need to make, Modern Ideas, deck, Etc, Modern, Aggro, Dumb Fun Stuff, See all 13
Top rank #5 on 2017-03-22
Votes
Ignored suggestions
Shared with
Views

Revision 3 See all

10 months ago)

+1 Ghost Quarter main
-1 Mouth of Ronom main
-1 Ghost Quarter maybe