Sideboard


Maybeboard


I recently built Jeskai Control/Tempo after playing Blue Moon for a while. I've been playing versions of Jeskai for the last couple months, and I've been tinkering with it over that time. I'm starting to get a much better feel for the deck, and I'm pretty confident in the main board right now. I think it's fairly standard -- considering most of the Jeskai lists out there right now -- and doesn't contain too many surprises. I'm mostly looking for sideboard help at the moment, as that is most fluid depending on the week-to-week meta at my LGS. I'll give a rundown on all the card choices and welcome feedback/critiques on any part of the deck, but the sideboard and maybeboard are certainly the most "raw" elements of the deck right now and need the most tinkering IMO.

Pretty standard. I haven't seen much variation in the mana base for most Jeskai lists in the current meta. Celestial Colonnade is a powerhouse as an attacker/blocker late in the game, and having vigilance that allows you to tap it for mana if your opponent has a response to the activation is absolutely clutch. The only lands in here that are somewhat questionable are the 2 Sulfur Falls. I used to run 2 Spirebluff Canal, but I almost always have another island or mountain in hand or on the board that allows Sulfur Falls to come in untapped, which undermines the value of the fast lands. I wouldn't mind swapping one Sulfur Falls for a Glacial Fortress or even Clifftop Retreat, but I rarely have mana issues unless my opponent is running A TON of land destruction. A utility land add like Desolate Lighthouse wouldn't be terrible either, but colorless land can get tricky in a three-color deck. There's room for experimentation here, but I'm pretty satisfied overall.
Again, fairly straightforward. Just about all of these cards show up in Jeskai lists, the quantity just varies slightly from list to list. I'm pretty confident in the current distribution, as it keeps us safely on curve. Path to Exile is the best removal spell in the format and allows us to let creature spells resolve have a quick answer when we don't want to use a counter. Lightning Bolt and Lightning Helix are great for removing small or medium-size creatures can be used to finish out a game when the opponent is low on life (with the additional bonus of life gain from Helix). Electrolyze is fantastic in this deck as it can remove small creatures and/or damage the opponent while not generating card disadvantage, which is a HUGE feature if you find yourself with a tempo edge and want to maintain that advantage.
The worst thing that can happen with this deck is that we let our opponent establish control of the board early and have to play catch-up for the rest of the game. Usually, this deck DOES NOT want to chase the game and start spending resources just to stay even with our opponent. If we can gain a significant resource advantage or board advantage (or even maintain a neutral board) by Turn 4, that's a huge advantage to this deck. Counters will control the early game so we can get our tempo cards on the battlefield and grind out a win. For this reason, Spell Snare and Logic Knot are great cards for this deck. With the wide range of powerful 2-drops in modern, Snare is a critical part of this deck. Especially on the draw, this gives us a play on the opponent's T2 when we only have one mana up, helping us keep tempo when we're already at a tempo disadvantage by virtue of playing second. Having three copies of Logic Knot is probably the most contentious choice from this group of cards because we run the risk of not having enough cards in the graveyard to delve for and make Logic Knot a hard counter -- and even if we do have enough cards, it often forces us to exile potential targets for Snapcaster Mage. However, when playing this deck, this has only been an issue maybe one or two times, and I'm willing to accept that for three copies of a card that's a better late game draw than Mana Leak, and can hit more cards than Negate, and is a hard counter, unlike Remand. If the opponent is playing aggro, combo, or mid-range, they're usually willing to tap out or spend most of their mana to play their cards, and we can hard counter by exiling just a couple fetch lands from the graveyard or paying extra mana. If we're in a control matchup, we're likely not countering many spells early and have built up a big enough graveyard by the mid game or late game that Logic Knot is still a strong answer.

Additionally, we have four Serum Visions for card draw and to set up future draws and three Cryptic Command, which is my favorite card in all of magic. Cryptic is just a force once we have the mana available for it, and the option for extra card draw is huge. For a deck that's mostly blue, card draw is the one thing this deck tends to lack, so having Cryptic Command and Electrolyze replace themselves is a significant benefit from both cards.
Again, standard Jeskai creatures here. Snapcaster Mage is the best creature in modern and -- since every non-creature spell other than Serum Visions is an instant -- synergizes with essential every spell in the deck. Spell Queller has become a pretty standard 4x in Jeskai lists and offers an excellent counter/tempo play. The fact that Queller isn't technically countering an opponent's spell can't be understated. It gets around any "can't be countered" effects and often forces an opponent's spell to fizzle when they're casting it in response to one of your plays. I was definitely skeptical of this card for a while, as it doesn't provide a permanent counter/response to an opponent's play, but I've come around to it now.

Lastly, Geist of Saint Traft. This is the main threat in the deck. If it's the only creature on the battlefield, it's devastating for the opponent. Hexproof and the ability to do 6 damage per turn is pretty ridiculous for a three mana creature. However, I've experimented a lot with this card. I've played four Geists (WAY too many for a legendary creature), and I've played two, one and zero Geists (way too few, unless you replace it with some other finisher). I prefer Geist over Nahiri because it offers a faster clock and Geist over other creatures because it's significantly cheaper. I used to to play two Geist to make room for one Vendilion Clique, but as much as I love Clique, I just didn't draw Geist often enough and I was left without a clear finisher in a lot of games. Trying to chip away with Colonnade, Snap/Queller, and a handful of burn spells just kept opponents hanging around for too long, and I'd often lose after controlling the board for almost the entire matchup. I welcome any feedback or other options for finishers in this deck, but so far, Geist has been the most successful, and three seems to be the right number to ensure you'll see the card often enough to produce dangerous threats.

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Date added 6 years
Last updated 6 years
Legality

This deck is Modern legal.

Rarity (main - side)

6 - 1 Mythic Rares

31 - 7 Rares

11 - 6 Uncommons

7 - 1 Commons

Cards 60
Avg. CMC 1.97
Tokens Warrior 1/1 W
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