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Make your lands into creatures, then use Jeskai Ascendancy to untap them so you can keep casting spells.

In order to make my lands creatures, I have Wind Zendikon and Crusher Zendikon that I can play early game, and then I have Koth of the Hammer and Noyan Dar, Roil Shaper for like mid-game. Then you can do Clutch of Currents, Rush of Ice, or Roil Spout for their normal costs as control (stall) spells or for their awaken costs to get more land creatures (or just power one up). Same goes for Encircling Fissure, Coastal Discovery, Scatter to the Winds, Planar Outburst and Ondu Rising. The outburst will lose you your Noyan Dar and Halimar Tidecaller but I feel like it could be worth it in a lot of cases. Oddly, it seems like the second most often method I use to make a land into a creature after Wind Zendikon is the Awaken on Clutch of Currents or Rush of Ice. Which don't seem to be that great of cards, because they just stall your opponent a little, but when you do the awaken it's worth it because it's doing something other than just stalling that contributes to the win condition. I also can't decide which card between the two is better in general. I guess it just depends on what kind of creatures I'm facing.

The other part of the combo is Jeskai Ascendancy. This untaps all your creatures whenever you play a noncreature spell, and because your lands are your creatures, this allows you to untap your lands and theoretically play more spells. Or just swing with them after using them to cast spells.

I have included Boros Charm rather than Jeskai Charm or other instants that boost all your attacking creatures since I think the usual situation will be for me to attack with a small number of land creatures each with at least 3 power (or 2 flying), so giving something double strike is likely to add more "surprise" damage than giving all my creatures +1 power. As for the other effects, protecting all my permanents seems like it would be really good in situations where my lands become vulnerable to creature removal, and doing 4 damage (for 2 mana!) is probably something I'd benefit from when I don't want to swing my lands and risk them dying. Or can only do so much and need that extra push. I also find that lifelink won't always be all that necessary since I'm trying to kill my opponent relatively quickly; if I find otherwise I may make some revisions but as it is there are already a couple sources of lifelink in the deck. Regardless it's also in the sideboard.

Anyway, any suggestions would be appreciated!

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Date added 8 years
Last updated 3 years
Exclude colors BG
Legality

This deck is Modern legal.

Rarity (main - side)

14 - 1 Mythic Rares

15 - 3 Rares

15 - 6 Uncommons

12 - 5 Commons

Cards 60
Avg. CMC 2.83
Tokens Emblem Koth of the Hammer
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