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Modular: Composed of Standardized Units

Modern* Artifact Colorless Counters Tron

Quills


So. There is a major question that I have recently encountered. What happens when all of the friends you play with have some sort of card that deals with colors? Anything really. Stuff like, protection from color until end of turn, destroy all colored permanents, et cetera. Well, this is what happens. I go explore the interwebs, looking for cool mechanics to build a deck around, and find "Modular".

This deck has a couple key combos. They are as follow: - First, a basic explanation of Modular. Creatures with Modular come out as 0/0 creatures with Modular X, X being a certain integer. When the creature enters the battlefield, he enter with X +1/+1 counters on them. As soon as they enter the graveyard, these +1/+1 counters are then removed from the creatures with this mechanic and can then be moved to any other artifact creature. So, Arcbound Worker enters with Modular 1. This means that it's a 0/0 creature that enters with one (1) +1/+1 counter. Once it dies, this +1/+1 counter can be transferred to any other artifact creature on the field. - Kinda obvious, but . Use Expedition Map to draw these guys out, and use Thespian's Stage to copy Urza's Tower once you have the trio out. Or before. Whatever feels more efficient to you. - Next one is Arcbound Crusher + Arcbound Ravager + Thopter Assembly . The deck may have four (4) Thopter Assmblys, but you only really need one for this. If you have Arcbound Crusher + Arcbound Ravager out, play Thopter Assembly to add a +1/+1 counter to Arcbound Crusher . The next turn, Thopter Assembly Returns to your hand, being replaced by five (5) 1/1 thopter tokens. Not only does this add five (5) +1/+1 counters to Arcbound Crusher , but sacrificing these five tokens allows for the addition of five (5) +1/+1 counters onto Arcbound Ravager. You can then place Thopter Assembly back onto the field, putting another +1/+1 counter onto Arcbound Crusher . This entire process places seven (7) +1/+1 counters onto the Arcbound Crusher , and five (5) onto Arcbound Ravager. Meaning in two (2) turns, both 1/1 creatures turn into an 8/8 and a 6/6. -If you have Arbond Ravager out, you can continuously add +1/+1 counters onto it as your creatures die. If you block with a creature and it dies, you block the damage and immediately sacrifice it. This not only prevents the damage from hitting you, but also places a +1/+1 counter onto Arcbound Ravager. And if it was a Modular creature, you can even put more +1/+1 counters onto it. -The next combo can be game winning. If you have Darksteel Forge + Platinum Emperion + Unwinding Clock out, you basically have won. Platinum Emperion's ability to keep your life total from changing paired with its inability to be destroyed by Darksteel Forge means an automatic win if the other player doesn't have creature or permanent removal other than "Destroy target insert target permanent here" (Things like exiles, return to hand, take control, and -1/-1 counters can pose a problem still). Unwinding Clock let's you attack with everything every turn without having to worry about blocking since it untaps all artifacts during the next player's untap step. - Rogue's Passage is another almost automatic win. As your creatures get stupidly big, you an then proc this cards effect, making your stupidly big creature unblockable. So yeah, swing with that 13/13 as much as you want. It's unblockable for a turn.

That's basically the gist of the deck. Power up creatures, and swing for huge damage while avoiding it yourself. I'm pretty proud of this since it's one of the first decks designed by me. Though I see it as a pretty solid deck as it is, I still see room for improving. So tips, suggestion, and feedback are highly appreciated.

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Revision 1 See all

(7 years ago)

+4 Academy Ruins main
-4 Energy Chamber main
+4 Prophetic Prism main
-2 Rogue's Passage main
-2 Skeleton Shard main
-4 Thespian's Stage main
+4 Tolaria West main
Date added 9 years
Last updated 7 years
Key combos
Legality

This deck is Modern legal.

Rarity (main - side)

4 - 0 Mythic Rares

15 - 0 Rares

20 - 0 Uncommons

21 - 0 Commons

Cards 60
Avg. CMC 4.26
Tokens Thopter 1/1 C
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