Sideboard


Maybeboard

Sorcery (3)


Hey there guys, and welcome to Modern Combo/Control!

Splinter Twin??? Noooooo! We're bringing sexy, er.... Scapeshift back!

THE COMBO

For those more new to the modern format, this is a combo deck commonly referred to as Scapeshift, named after the deck's solitary win condition.

The way the combo works is actually fairly simple:

  1. Ramp/make your land drops until you have 7 or more lands in play.

  2. Proceed to resolve Scapeshift.

  3. Sacrifice enough lands so you can go grab at least 6 mountains and either have or fetch your 1-2 Valakut, the Molten Pinnacles in play as well.

  4. Each mountain that comes into play causes Valakut, the Molten Pinnacle to check how many mountains you control. Because they all come into play at the same time Valakut sees 6+ mountains and the trigger goes off. Now rinse and repeat this for each Valakut you have and each mountain that comes into play.

  5. Watch more casual players pick up their things and moan to their friends that they just died to the most BS win condition EVAR: Mountains.

The Game Plan:

There are two ways to play Scapeshift, the "Race to the Combo" build and the "Tempo You Out, Oops I Win" build. In this case, I opted for the more controlling shell.

The general idea in this version is that we still have only one plausible way to win, Scapeshift. However, we play more control elements such as Cryptic Command and Lightning Bolt to keep our opponents off their things and buy a few more draws to find our game ender.

The Main Deck:

With the general idea in mind lets go over our card choices.

The Ramp

Sakura-Tribe Elder: Little Stevie does a lot for this deck in the face of aggro, he blocks once and then finds a basic to ramp and force fixing for Cryptic.

Farseek: While it doesn't block like Stevie, it grabs Breeding Pools and the occasional Steam Vents as well.

Search for Tomorrow : Besides Lightning Bolt this is the only possible play we can have on turn one, and its a good turn one to start a game with most every time.

The Control/Value Cards:

Anticipate: It's not a control card, it's not card advantage either. However, getting card selection out of your top 3 and digging technically 4 cards deep including the mystery card all at instant speed makes for what this deck wants. It either finds another counterspell to drag the game out or finds a Scapeshift to close the game.

Cryptic Command: I personally feel like this deck couldn't function without this card, it just does everything you need it to. Talk about your blue Swiss army knife...

Remand: May not stop the spell dead in its tracks, but it slows down their resources for a turn while cantriping deeper into the deck for a way to win.

Lightning Bolt: This is how we stay alive against aggro, plain and simple. Otherwise this actually probably our weakest card in the main deck in my opinion, but it does go to our opponent's face which can allow us to go off a turn or two earlier sometimes so it's not entirely dead in other match ups.

Snapcaster Mage: It's hard for me to justify running more than 2, but I wish I could. He's just such an incredible value engine to help keep a board under control, and it can just win in the control match ups by flashing back a Scapeshift or a counterspell to force a Scapeshift to resolve.

Scapeshift: Because Mountain.

THE SIDEBOARD

Thragtusk: 2013 Standard called, they want their win con back. Seriously though, if we play ramp two turns in a row right off the bat he comes down turn three. Most aggro short of Skullcrack just can't effectively deal with that, let alone a second one. For Control and Aggro/Burn.

Anger of the Gods: God just hates little dudes. So do I, he made Magic as a game where spells are SUPPOSED to be dominant. I'm just trying to play it as Richard Garfield intended it be. :) ( slowly replacing these with Firespout s as I can pick them up.) For Aggro.

Creeping Corrosion : Sometimes anger just isn't enough against affinity, sometimes you need a couple more silver bullets. Basically just for Affinity.

Counterflux: Absolutely amazing against control and against other combo match ups. I picked this over Mindbreak Trap because this still stops Storm but it's flexible enough to be good against other decks too. These are for your Control/Combo match-ups.

Huntmaster of the Fells  : Stabilizes VERY well against burn and forces control's hand very well. Comes in against aggro and control.

General Sideboard Tips:

Against certain decks, as to be expected, some of our cards become a lot weaker. In this section we'll discuss what cards are generally weak in what generic match-ups (Aggro, Control, Combo.) and what cards we side out typically in each case.

Aggro:

The Weak Cards: Our ramp spells, short of Sakura-Tribe Elder because he at least blocks, and Remands get worse here, so these are the first things we look to replace.

What to Bring in: Firespout s, and depending on what aggro deck you're playing against, Thragtusk and Huntmaster of the Fells   can be good to bring in.

The Strong Cards: Lightning Bolt, Sakura-Tribe Elder and Cryptic Command are amazing here. Bolt staves aggression, Stevie blocks before finding a land, and Command Fogs and draws a card.

Control:

The Weak Cards: Pretty much all of our ramp is sub-par here. The game will go long enough that you'll find enough lands to combo out if you so choose without trying to really ramp. Again, Stevie is decent because he can attack. Lightning Bolts are also on the chopping block if you're REALLY digging for more things to cut for sideboard answers.

What to Bring in: Thragtusk, Huntmaster of the Fells   and Counterflux are your big players. the name of the game is to over pressure their counterspells so by the time you go to resolve Scapeshift they can't stop you. Or if the creatures stick they just die to them.

The Strong Cards: Your permission suite, Snapcaster Mages, Skaura-Tribe Elders and Scapeshift are your best mainboard cards here.

Combo:

The Weak Cards: Search for Tomorrow . Its basically useless after turn one and you need to be more proactive in stopping them from going off.

What to Bring in: Counterflux. Just stop them from doing stuff and you're fine.

The Strong Cards: Your permission suite and, against creature based combos, Lightning Bolt. all you need is to keep them from going off long enough to do your own thing really.

+1's and thoughts are welcome, if you plan to suggest a card suggest what you would take out for it and WHY that choice is better!

Suggestions

Updates Add

As usual, I'm clearing out comments that are no longer very relevant.

So tonight I went 4-0 (3 week streak, I'm on fire :D). I also made a change to my sideboard that I thought was really, REALLY good that we'll discuss later.

Round One (2-0): Played against a kid.... I did NOT feel like a good person here, it was some like mono-white human thing?

Round Two (2-0): Did not feel MUCH better here, another kid this round (made like zero sense to me, I know for a fact there were at LEAST 5 other people playing tier 1 decks tonight besides myself...). Some sort of really odd mix of Tron an U/B mill? Game one I turbo'd the combo. Game two was oddly dicey since he milled one Valakut and a couple of my mountains, I almost couldn't combo due to a lack of them.

Round 3 (2-1): It gets a little better I guess? Played against the really funny / Seismic Assault + Treasure Hunt combo deck. Game one I kept a hand with just some Steves and a couple Anticipates thinking "Sure, its not utterly TERRIBLE..." then you know T3 Seismic assault and I died. So game 2, I had an interesting sideboard plan. I pulled all of my Search for Tomorrows, its the weakest card in the deck when we need to just keep our opponent under control. So I brought in my 3 Counterfluxs with a singular flex slot, so I tested my new 3 of in the SB: Huntmaster of the Fells  Flip. So game two I managed to keep him off the Seimic assault long enough to [[Scapeshift for 36. Game 3, I basically had a permission spell every turn from turn 2 through like turn 6 or so and managed to counter 3/4 Seismic Assaults before he landed his Swans of Bryn Argoll. I followed up with Huntmaster of the Fells  Flip and drew no joke 11 cards off his swan. Two from Huntmaster of the Fells  Flip flip trigger, 3 from attacking with hunts and him blocking, then me double Lightning Bolt to his bird. Needless to say I found my Scapeshift.

Round 4 (2-0): Played against /// control ( FINALLY a tier 1 list!!!!). Game one I basically won by cycling two Cryptic Commands and bouncing a couple lands then going off with double Remand for back up. Game two I sided out no joke almost ALL of my ramp (all 4 Farseeks, all 4 Search for Tomorrows and a singular Lightning Bolt) for 3 Thragtusk, 3 Huntmaster of the Fells  Flip, and 3 Counterflux to try and overload his answer suite. Basically played some durdle for a few turns before I tapped out to stop a snapcaster'd bolt... bad play. He untapped and resolved Narset Transcendent. I basically drew one way to stop it from ulting, a singular Cryptic Command that didn't resolve. He got to ult her, however I Proceeded to resolve a Thragtusk and a Huntmaster of the Fells  Flip that just stuck forever.... By the time he could kill one, he was so insanely far behind my aggression he just died still anyways.

So as you may see, Rending Volley left my sideboard. I just found I didn't NEED it against Twin, my matchup there was fairly solid and the added Counterfluxs were more than enough for games 2-3, what I really needed was more threats against control and more ways to stabilize against aggro. Huntmaster of the Fells  Flip gains 2 life on ETB and every time he flips back, amazing to stabilize against stuff like burn. He also makes two bodies and an extra every time I may be able to flip it against control, providing PLENTY of threats against them. So he just really fits the bill more for what I needed more than Rending Volley ever did.

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Revision 6 See all

(9 years ago)

+3 Serum Visions maybe
Top Ranked
  • Achieved #22 position overall 9 years ago
Date added 9 years
Last updated 2 years
Legality

This deck is Modern legal.

Rarity (main - side)

6 - 3 Mythic Rares

27 - 11 Rares

8 - 1 Uncommons

12 - 0 Commons

Cards 60
Avg. CMC 2.47
Tokens Beast 3/3 G, Wolf 2/2 G
Folders Modern, Coo stuff, modern, 5. Inspirations, modern worthy decks, Other's Decks i Like, Modern, Modern
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