Sideboard


Jeskai Copy Cat is a tempo strategy. The deck can take on many different roles in order to win the game and the match, similar to Geist and Counter-Burn lists that have shown promising performance lately. However, the primary objective of the deck is to land a Felidar Guardian and a Saheeli Rai to generate an arbitrarily large number of hasty cats. If that doesn't work, the deck can also resort to a burn strategy, taking advantage of Lightning Bolt and Snapcaster Mage, or classic control beats with Celestial Colonnade. Certain lists also run a tertiary finisher, such as Sun Titan or Gideon, Ally of Zendikar to close out games. Sun Titan has the advantage of also creating an arbitrarily large number of hasty titans if you have two Saheelis in the yard or on the battlefield.

I play this deck because I like it.

A lot. I don't play it because it's the best deck, I don't play it because it carries me through my matchups. This deck genuinely gives me more and more joy as I play it. I imagine this is partially because I remember what it was like to first play against Twin and I get to do that to my opponents each time I play out the combo, and partially because I really hate Tron and I was bored with UW control.

I do not think this deck is exceptionally good. Any legs it has right now are due its unexpected nature. This deck is easily hated out by the resurgence of lightning bolt in the modern meta.

Any reflections on card choices, deck decisions, or general commentary is my opinion that is loosely based in fact and mostly the result of my gut saying "yes", "no!", or "feed me!". (This deck ends matches pretty quickly as long as your not playing a Jeskai control player) Please do your own research, play this deck, and make your own tuning to it. Feel free to suggest changes, but I urge you test out the deck before you suggest X, Y, or Z card is better than A, B, or C card. Afterall, MTGO is an okay platform and XMage/Cockatrice is free. Play it and help me with this monstrosity :)

You should play this deck if...

  1. You miss Splinter Twin in modern
  2. You really like Snap + Bolt
  3. You hate Birds of Paradise almost as much as you hate Tron
  4. You like to pretend that you play a fair deck

You shouldn't play this deck if...

  1. You like good decks
  2. You don't like losing to dredge
  3. You like to control the game for the entirety of the match clock
  4. Playing suped up standard decks makes you queezy

4c Evolutionary Saheeli

This deck is sweet. It runs Ponder (Oath of Nissa) and presents and excellent clock using cards like Voice of Resurgence to power out tokens with Saheeli Rai's (-2) ability. I think this deck has merit having watched several people play it, though I have next to no experience piloting GWx chord decks.

UWR Kiki-Resto

This keeps the old flash plan from Twin alive. The downside being that running four Kiki-Jiki, Mirror Breaker's sucks and running two (the correct amount) means you'll hit the combo inconsistently. I found, from my personal play-testing with this deck, that 10% of my wins were with the combo and I maybe once landed a turn 5 Kiki-Jiki, Mirror Breaker. (I used that Kiki to beat Jund Death's Shadow via an attack for 2) Needing 9 mana to play the combo in a single turn also means you'll rarely go "Oops, I win" in situations where you could really use that free win. This deck felt far more like a bad Jeskai control deck than anything else and I constantly wished my combo pieces were something else, like Spell Queller or Sphinx's Revelation.

UWR Geist / UWR Counter-Burn

Do you like to burn out your opponents while countering their gameplan along the way? Do you think every deck you play should run 4x Snapcaster Mage, 4x Lightning Bolt, 4x Path to Exile, 4x Lightning Helix, and 4x Electrolyze? Modern Jeskai in the month of June 2017 has re-emerged as a powerful tempo deck that aims simply to burn out opponents before they can play there critical spells while countering any that slip through along the way. I imagine this does reasonably well against decks like Grixis Death's Shadow that likes to put their life total to approximately Lightning Bolt + Snapcaster Mage + Lightning Bolt range.

UWx Midrange / Control

Probably the best control option for the long term, UWx has seen strong showings in a variety of forms over the past year and a half. Hard UW control has been popular since the Eldrazi Winter, doing some funky things and evolving into the 8-12 maindeck counterspell plan of choice. I really enjoyed Esper, but I think it was because the meta I played in was ill-prepared for that deck.

Grixis Delver / Death's Shadow

Want to play the best tempo deck in modern right now? Play Grixis Death's Shadow. Want to lament about how modern is unfair and warped around Death's Shadow? Keep your Delver of Secrets   sleeved up in Death's Shadow's place. With one mana negates, a quick clock, and one of the most decision heavy decks available right now, Grixis DS sure sounds like a ton of fun.

Merfolk

Want to play the second best tempo deck in modern? Play Merfolk. This may seem like a joke, but Merfolk has a similar style to this deck. You go for resource denial in Spreading Seas and early counter/tax effects with Remand or Cursecatcher. Two out of three of these are common across the decks. Or maybe because I am originally a Merfolk player, I play this deck more like I'm holding up Lord of Atlantis when I'm sandbagging my Saheeli Rai for the T6 combo attempt.

Bonus: it plays 4x Spreading Seas, so you already have one card!

Link here.

This contains all my personal matchlogs and tournament results. All testing is conducted at my FLGS or on XMage.

Saheeli Rai

Combo enabler, utility knife, and damage sink. What's better than Snap + Bolt? Snap + Bolt + Copied Snap + Bolt. Saheeli smooths out draws, is extremely valuable if you can resolve one early against UWx Control, and forces decks to choose to swing at your or her allowing you to gain tempo advantage. She's excellent at keeping Liliana of the Veil in check as well.

I recommend four in the mainboard.

Felidar Guardian

Combo enabler, tron slayer, and blocker. Felidar Guardian is a bad card. This is why I play good cards like Spreading Seas and Snapcaster Mage to improve it's value. Felidar Guardian is the reason our Tron matchup is greatly improved over other decks. Felidar Guardian + Spreading Seas allows you to move your spreading seas from their duplicate Tron piece to their singleton Tron piece. You also get to draw a card.

I recommend four in the mainboard.

Sun Titan

Combo enabler, value engine, finisher. Resolving a Sun Titan means the game needs to end quickly. It also provides a redundant combo finish in case all (at least two) of your Saheeli Rai's have been sent to the graveyard. However, simply recurring 3+ permanents and swinging for 6 with a Sun Titan and a Saheeli Rai can swing the tide of the game in your favor. However, double white and tapping out for six mana that doesn't necessarily win you the game (unlike the main combo) is a hard bargain. This card is ultimately a meta call.

I recommend you strongly consider this card in your 75.

Lightning Bolt or Lightning Helix

Removal, reach. Lighting bolt answers basically everything, though it has seen a significant drop in power lately with the increase in popularity of decks like Eldrazi Tron and Death's Shadow Grixis. The power of cheap interaction in a combo-control deck like this means it's incredible tool in our arsenal to protect our combo and secure victories when we can't.

I recommend playing four of these effects in the mainboard.

Path to Exile

Removal, ramp. This card is our other cheap interaction with our opponents. Removing any creature for 1 mana is important, but it's price can sometimes invalidate our Spreading Seas plan. Still, the card is incredibly powerful at protecting our combo and fending off creatures that could kill our Saheeli Rai.

I recommend playing four in the mainboard.

Celestial Purge

Permanent removal. This spell is an excellent hedge against cards like Liliana of the Veil, Blood Moon, and Tasigur, the Golden Fang.

I recommend one in the 75.

Wear / Tear

Artifact and enchantment hate. A multimoded card comes in many matchups. This card is incredibly helpful at removing things that usually can shut down our game plan: Blood Moon, Ghostly Prison, and Authority of the Consuls. (I know this isn't standard, I've seen it brought in against me) It also helps in matchups that are simply hard to win: Krark-Clan Ironworks eggs, Blue Moon, and Lantern Control.

I recommend one in the 75.

Detention Sphere

Blinkable Permanent Hate This card is useful for hitting things that threaten our gameplan. It also has utility/synergy with Felidar Guardian as we can blink it if our opponent decides to play around it to get extra value.

I recommend one (maybe two) in the 75.

Anger of the Gods

Mass removal, graveyard hate. See "Reasons you shouldn't play this deck..." as to why this card is in here. Dredge, and decks like it, are incredibly hard for this deck to deal with. An early sweeper like Anger of the Gods can set your opponents back several turns and complete hose strategies like dredge that are normally resilient to boardwipes. Ideal (see: "Magical Christmasland") sequencing against go wide strategies has you play this turn 3, Saheeli Rai turn 4 with removal backup, and combo turn 5 with Felidar Guardian and counterspell backup. Alternatively, you can often bait an aggressive opponent to overextend into this on their turn three/four when you play a turn three Saheeli Rai.

I highly recommend at least one of these in the 75.

Supreme Verdict

Mass removal. Great against decks that go wide but do not threaten to kill you early. The color requirements for Supreme Verdict can sometimes make it challenging or painful to play successfully. It is useful against any deck that runs big threats and lots of them. (see: Eldrazi Tron) However, it is less synergistic with our combo so it tends to stay in my sideboard. I have, however, run one of these mainboard (with 2x Anger of the Gods in sideboard) to relative success. Except against dredge.

I recommend at least one of these in the 75.

Engineered Explosives

Mass permanent removal, utility knife. I currently run this in my mainboard as it is useful for many, many matchups. It is incredibly useful for removing Tarmogoyf, Liliana of the Veil, Death's Shadow, Chalice of the Void, and many more hard to deal with permanents.

I highly recommend at least one of these in the 75.

Remand

Tempo play, cantrip. Remand serves to put your opponent off their gameplan by a turn. It is meant to transition you from being controlled to controlling the game long enough to combo off. It does this job quite well. However, in certain matchups like Breach Titan or Titan Shift you are putting off the inevitable: eventually you will run out of gas and they will get their threat in if you don't have the combo. For this reason, I've started to reduce the number I play from four to three.

I recommend at least three in the mainboard.

Logic Knot

Scaling counter. A more recent entrant to the modern scene (remember when Mana Leak was everything?), Logic Knot excels at producing the desired effect at all stages of the game, provided you can hit your untapped in time. I used to be a fan of this card, but I've cut it for better answers.

Worth considering in the mainboard.

Cryptic Command

Counterspell, fog, cantrip, or bounce spell. Choose 2 on the previous effects is pretty powerful. However, the harsh mana cost and requiring us to hold up mana makes this more of a utility card than our main game-plan. Depending on how much burn is expected in your next even, I think one or two of these are ideal. Recently, however, Ive found that it can be painful to hit triple blue in time to get this off. Im exchanging this for a dispel to help protect the combo.

I recommend considering one in the mainboard.

Dispel

Protect your stuff. Dispel is a great for protecting your combo, your counter spells, your interaction, and even your life total. If they run counter magic, I bring this in. Currently one in mainboard and two in sideboard.

I recommend at least one in the sideboard and definitely one in the mainboard.

Negate

Stop spooky things. Negate stops things that this deck can sometimes have difficulty dealing with. From preventing Gideon Jura's from resolving to countering a Scapeshift, this card can do work.

I recommend at least one in the sideboard.

Disdainful Stroke

Stop big spooky things. I recommend this against decks that really like to play Cryptic Command or Primeval Titan. This deck can do work against Tron as well, and has earned a spot in my sideboard. It isn't always the best card and if I see Death's Shadows all day I might be sad, but it has been incredibly useful. Currently not being run because there are better cards.

I recommend considering one in the sideboard.

Snapcaster Mage

Value, value, value. This card generates an enormous amount of value for our deck. It recurs spells, swings for two, and can be copied or bounced by our two main combo pieces, Saheeli Rai or Felidar Guardian, to copy even more spells.

I recommend four of these in the mainboard.

Jace, Architect of Thought

Damage reducer, repeatable dig. Jace, Architect of Thought allows us to dig for our combo pieces while forcing decks like tokens and taxes to choose to swing at him or us, at a deeply discounted rate. He also provides immense digging power. If you have one combo piece out and find the other with him, you can go for it.

I highly recommend one in the 75. I really love one in the main.

Blessed Alliance

Lifegain, conditional removal, blocking aid. This card is incredibly useful against decks like Death's Shadow and other strategies that focus on getting one big creature out and killing you with it (the exception being Primeval Titan strategies as they usually get Valakut, the Molten Pinnacle to kill you with anyways.) This is another meta call and I usually swap a Cryptic Command out for one of these.

I recommend considering at least one in the 75.

Timely Reinforcements

Gain life, win games. Timely Reinforcements is a lifesaver against burn. It can be as powerful as a two turn timewalk against decks like burn, but can also come in against decks like Zoo to give extra, crucial blockers.

Worth consideration in the sideboard.

Kitchen Finks

Gain life, win games. I think this card is much better than timely in this deck. It gains life, it can swing for 3, and it has awesome synergy with Saheeli Rai and Felidar Guardian. It can also block (and kill) up to two of burns creatures, where Timely can generally only kill one.

I recommend two in the sideboard.

Spreading Seas

Land hate, cantrip. This card provides a lot of value to this deck. It is an incredible tempo play, often taking our opponent off the colors necessary to remove our threats or play theirs. It also cantrips, multiple times with a Felidar Guardian, helping us find answers or our combo. I like this card, but its a concession to the point that this deck is not Twin. We are a tap-out style deck. It is incredibly useful to our gameplan and has earned a spot in my heart for several years of loyal service in Merfolk.

I highly recommend playing at least three of these mainboard.

Blood Moon

Land hate This card is an incredible tool for beating Valakut, the Molten Pinnacle and Eldrazi Tron decks. That said, it is a hard card to play around in our gameplan and requires significant concessions in our mana base to play.

Worth trying out.

Surgical Extraction

General purpose hate card. Surgical comes in against combo decks that are fragile to having their gameplan slowed down or exiled. This includes Storm, KCI, Scapeshift, Titan Decks, Living End, and the list goes on. If there is a card that, once removed, inclines my opponent to scoop, this comes in. It also gives hand information against control decks, but that's less important.

I think this is a good card in the sideboard, but I am not currently running any.

Stony Silence

Say "no fun" to artifacts. This card serves to shut down artifact strategies that are hard to deal with, mainly Mono-U Tron and KCI. It also helps the robots/affinity matchup.

I recommend one in the sideboard.

Rest in Peace

Say "no fun" to graveyard strategies. This comes in against dredge and storm. This serves to shut down their shenanigans in matchups where you really would rather get rid of all graveyards than keep up Snapcaster Mage + anything.

I recommend one in the sideboard.

Leyline of Sanctity

Please don't touch me. This card protects our combo from burn spells and hand disruption, but also saves our butt against burn and Valakut, the Molten Pinnacle. I ran this because I didn't have Runed Halo's available to me. I really liked this card in the burn matchup.

Runed Halo

Please don't let that one thing touch me. Another way to target big, single threat decks like Death's Shadow variants and Valakut, the Molten Pinnacle hunters. It has synergy with Felidar Guardian, which is a plus.

Two in sideboard sounds right.

Elspeth, Sun's Champion

I loved Theros block constructed. This card is a house against GBx decks. However, I'm starting to like it less and less as this deck already does very well against GBx. I have resolved this twice in 75 matches or so and it's been removed fairly quickly after. (They bring in planeswalker removal for Saheeli Rai)

I recommend considering this for your 75.

Keranos, God of Storms

I miss Jeskai Twin :( This card replaced Elspeth, Sun's Champion. Very useful in matchups like GBx, UWx, and Lantern Control.

I recommend considering this for your 75.

Gideon, Ally of Zendikar

4th best planeswalker ever? Gideon does a whole lot of things, not least of which is act as a very efficient midrange finisher. I am considering replacing Elspeth, Sun's Champion with this card.

I recommend considering this for your 75.

Geist of Saint Traft

One of the best cards in UWx. I have run this as a two of in my sideboard. I really like it against burn to help race, but I have seen less and less burn lately. I also prefer my hate cards for Tron over racing with Geist. It might have merit against zoo, but that has been less popular still and Anger effectively shores up that matchup.

I recommend you consider two of these in your 75.

Last Updated: 09/03/2017

Grixis Death's Shadow

In:

  • 1x Dispel
  • 1x Celestial Purge
  • 1x Supreme Verdict
  • 1x Rest in Peace
  • 1x Keranos, God of Storms
  • 1x Blessed Alliance

Out:

  • 1x Remand
  • 1x Spreading Seas
  • 1x Felidar Guardian
  • 2x Lightning Helix
  • 1x Electrolyze

This tends to become an incredible top deck war. Saheeli can be an all-star in this matchup, getting extra attackers and spells in, while forcing them to concentrate some of their efforts on stopping the combo. Despite running Leyline's recently, I don't bring them in here as they are a terrible top deck.

UW Control

In:

  • 2x Negate
  • 1x Keranos, God of Storms
  • 1x Dispel
  • 2x Kitchen Finks

Out:

  • 1x Supreme Verdict
  • 2x Lightning Helix
  • 1-2x Remand
  • 1-3x Spreading Seas

I leave the combo in during this matchup as you can often force the combo through counterspells in the early game, with dispel backup, and an unchecked Saheeli can improve your draws and close out the game with Snapcasters and Lightning Bolts. Generally, I'd take out spreading seas over remands here as your are trying to out tempo them and protect your combo. A remand on a Gideon can buy you the time you need to combo off.

UWr Geist

In:

  • 2x Negate
  • 1x Keranos, God of Storms
  • 1x Dispel
  • 2x Kitchen Finks
  • 1x Supreme Verdict
  • 1x Anger of the Gods

Out:

  • 3x Bolt
  • 2x Lightning Helix
  • 1x Electrolyze
  • 1x Spreading Seas
  • 1x Remand

As with UW control, I leave the combo in. I take out the burn spells as the combo is our main gameplan here as they have less answers to it than UW control. It's also important to keep in answers to Geist of Saint Traft, which is why I bring in the extra Wraths.

GBx Midrange (Jund, Junk, etc.)

In:

  • 2x Negate
  • 1x Keranos, God of Storms
  • 1x Supreme Verdict
  • 0-1x Rest in Peace (depends on how heavily they lean on Souls + Goyf)

Out:

  • 2x Lightning Helix
  • 1x Electrolyze
  • 1-2x Remand

This matchup seems generally favorable so there is less sideboarding. It's important to be able to remove their threats, including Liliana's and Goyfs, so I keep D-Sphere and EE in for these matchups. It's also useful if they have Lingering Souls. Again, because this is often a grind, I do not think it is correct to bring in the Leylines.

GWx Collected Company (Devoted Druid, Anafenza, etc.)

In:

  • 1x Supreme Verdict
  • 1x Anger of the Gods
  • 1x Dispel

Out:

  • 3x Spreading Seas

We run enough removal to mitigate the threat of the combo(s) most of the time and this deck doesn't scoop to infinite life. However, it is necessary to remove their infinite life enablers before going for our own combo. Spreading seas comes out because generally they can find the fixing they need anyway and wraths are a much better topdeck. Dispel is useful against Collected Company and Chord of Calling. Negate is generally restricting on our speed.

UR Gifts Storm

In:

  • 2x Negate
  • 1x Dispel
  • 1x Rest in Peace
  • 1x Celestial Purge
  • 0-2x Leyline of Sanctity

Out:

  • 1x Supreme Verdict
  • 3x Spreading Seas
  • 1-2x Remand
  • 0-1x Felidar Guardian

The gameplan here is to force them onto the Empty the Warrens plan and then remove them with Engineered Explosives or Detention Sphere while enhancing our own plan of comboing off or killing them with snapcaster's and bolt. Generally the extra counter magic enables this, but if I am on the play I'll look to bring in Leylines as it protects that plan.

Merfolk

In:

  • 1x Supreme Verdict
  • 1x Keranos, God of Storms
  • 1x Anger of the Gods
  • 1x Blessed Alliance
  • 1x Dispel
  • 1x Kitchen Finks

Out:

  • 3x Remand
  • 3x Spreading Seas

I swap out remands and spreading seas, both of which can be pretty useless, for combo protection and removal. Keranos helps remove things as they play out individual threats and dodges most of their removal. This matchup can be rough, as they will almost always have unblockable dudes.

Burn

In:

  • 2x Negate
  • 1x Blessed Alliance
  • 1x Dispel
  • 2x Kitchen Finks
  • 2x Leyline of Sanctity
  • 1x Supreme Verdict

Out:

  • 1x Path
  • 1x Lightning Bolt
  • 1x Electrolyze
  • 1x Saheeli Rai
  • 3x Remand
  • 1x Spreading Seas
  • 1x Detention Sphere

Kitchen Finks and Leylines are your best bet at winning this matchup. I also bring in another Supreme Verdict because it dodges the Eidolon Trigger. Dispel and Negate are far better than remand, but I still generally only hit Skull Crack or Boros Charm with them as these represent the biggest swings in life total.

Result: 1st Place and 7 / 1 / 1 in matches

I wanted to play UW Control in this tournament, but come Wednesday I realized I hadn't really tested in two weeks and I only had like twenty games with it. I decided to play this again, despite being grumpy that I have an abysmal Titanshift matchup. I was up to one in the morning jamming some extra practice games. Luckily, I was able to sleep in and make a nice breakfast before heading over to the shop which was a five minute drive from my apartment. I picked up some Leyline of Sanctity's from a friend and submitted my decklist.

Also, if you're interested in my sideboarding, I've included that above.

Round 1: Duke's Eldrazi Tron (W: 2 / 1 / 0)

Game 1: I recognize Duke from an IQ I played at this shop a month earlier where I got stomped by his Eldrazi Tron. We roll the dice and I am on the draw. We then both mulligan to six. He puts a chalice on two on his turn two and I cry, looking at my T1 tapped Celestial Colonnade and my Serum Visions and 2x Path to Exile. I lose shortly after a he gets two 3/3 Walking Ballista's.

Game 2: I'm on the play and Duke and I both keep our hands. I manage to delay the game until I can go for the combo with Negate backup. He doesn't do anything relevant this game.

Game 3: I'm on the draw. Duke mulligans and I keep. He plays an Urza's Power Plant, an Urza's Mine, and an expedition map. I play eenie-meenie-mynie-mo with my Spreading Seas target and choose the Power Plant. This wins me the game. I read his T4 Reality Smasher when he doesn't play his Eldrazi Temple he searched and sandbag Saheeli Rai in favor of holding up Blessed Alliance. He wants to smash. I do not like his stick, so I do not let him smash. I untap and play Saheeli with Path to Exile backup and win the following turn.

Record: 1 / 0 / 0 (2 / 1 / 0 in games)

Round 2: Sam's Gifts Storm (W: 2 / 1 / 0)

Game 1: Sam is a friend. I was joking before the round that we needed to dodge each other until after round 3. I think I jinxed us. I'm on the draw and keep a 7. He mulls to six. I go for the long con, attempting to delay his storm plan. He taps out multiple times after I'm at six lands but I still lose with a Felidar Guardian in hand and no Saheeli. It's a sad day.

Game 2: On the play, I jam a turn two Rest in Peace into a turn three Saheeli. He scoops after I Engineered Explosives his Empty the Warrens tokens to get to game three with time left.

Game 3: I am on the draw. I repeat the first three turns of game two. I get put to three life in turns after he Swan Song's his own Manamorphose. I am able to deal with his threats, barring he draws a Grapeshot or a Lightning Bolt on his final turn. But I topdeck a Felidar to win the game on T4 of turns. Not many notes, but this game was long and the first in a series of lucky combo pieces. Sam got 9th on breakers, which was unfortunate.

Record: 2 / 0 / 0 (4 / 2 / 0 in games)

Round 3: Mike's Jeskai Geist (L: 2 / 0 / 0)

Game 1: Mike is a local to the Lafayette area. He is on a beautifully foiled out Jeskai Geist list. Notably, I lose the dice roll but he puts me on the play. He does this because he believes I am on Jeskai Geist as well and he wants the card advantage. I think this was a mistake, but I have less time on that deck. I win after Remanding his Geist of Saint Traft two or three times in order to try and get him to tap out. He never does, but I am able to finally play my combo and win because of an unanswered Jace that gets two downticks to find combo piece number two and a Dispel.

Game 2: Mike puts me on the play gain. He misses two land drops, but I path a Snapcaster Mage so I can preserve my lifetotal. His turn 3 he jams a Geist of Saint Traft. I untap and Supreme Verdict. This probably wasn't the greatest sequencing ever. I jam a Saheeli turn 5 and he Vendilion Clique's me to cycle my Felidar Guardian. I draw a Felidar Guradian off the Clique. I then topdeck my third and final cat. I feel no shame. I take my win.

Record: 3 / 0 / 0 (6 / 2 / 0 in games)

Round 4: John's Boros Burn (L: 1 / 2 / 0)

I want to preface this by saying that I have never top 8'd a tournament. It makes me sad, but usually when I start off (3 / 0) I quickly find myself (3 / 3). I was excited to play burn, as I packed nine hate cards for it.

Game 1: I am on the play. We enter the draw go phase while I look for combo pieces with Saheeli but he gets it as I let him stock up on burn spells in hand. I have answers for two, but he has three. Such is life.

Game 2: I keep my hand on the play. On turn two I top deck a Leyline of Sanctity and frown. I play a turn three Kitchen Finks into Leyline into turn five Felidar Guardian into turn six Felidar Guardian. This is why I switched off Timely Reinforcements. Finks represents way more life gain, especially if he's forced to block it. I am able to swing three and then blink to gain two. This enables me to lock him out with his own Eidolon of the Great Revel's. He scoops it up.

Game 3: I am on the draw. I keep and play a T0 Leyline. I top deck a dispel, revealed to Goblin Guide to prevent him from hitting my Leyline with Destructive Revelry. I play a Finks which he double bolts. A few turns later, I punt super hard when I scry my 6th untapped land to the bottom without looking at what I drew off Serum Visions. Hint, it was the second half of the combo. I'm dumb. And sad. He puts me to lethal range off Eidolon of the Great Revel and I topdeck a Kitchen Finks. I play to my outs, Supreme Verdict or Engineered Explosives on two, but he is able to remove my Felidar Guardian with Exquisite Firecraft and I die. Time to win and in.

Record: 3 / 1 / 0 (7 / 4 / 0 in games)

Round 5: Jon's Counters Company (W: 2 / 1 / 0)

Game 1: I am on the draw and keep a two lander. These are the only lands I see for the first six turns of this game. I am not pleased. I fight hard, with two Lightning Bolt, two Path to Exile, a Lightning Helix, and a Snapcaster Mage. However, he eventually gets me to zero with exalted dudes. I see my top 8 dreams slipping away.

Game 2: I am on the play and I keep my hand. I'm not exactly sure when I combo off this game, but his life total goes from 13 to 0 with no other notes. I really don't remember this game as I'm very tired at this point.

Game 3: I am on the draw and I keep my hand. Jon mulls. He goes to 1.7x10E6 life on turn three. I remove his infinite life enablers, Vizier of Remedies and Viscera Seer with Electrolyze. I play a turn four Saheeli Rai with Path to Exile backup. I uptick to find Supreme Verdict on top. I path his 4/3 exalted Kitchen Finks that's pointed at Saheeli. He deploys another. I untap, wrath his board, and hold up Snapcaster Mage. I scry Felidar to the top, putting Saheeli to five. He plays another two Noble Hierarch and activates Gavony Township, swinging for five at my Saheeli. I send Snapcaster bravely into the night. With him tapped out, I deploy my combo and make 1.7x10E6 + 1 cats and it's off to round six.

Record: 4 / 1 / 0 (9 / 5 / 0 in games)

Round 6: Cody - Knight Company (ID: 0 / 0 / 1)

Looking at standings I am in fourth and top of the 12 point players. We are both locked for Top 8 so we agree to draw. Though I believed I was favored in this matchup, perhaps incorrectly because I was unaware that he was running Voice of Resurgence in the main, I felt food and a break was better for me. I am excited for my first top 8! I am not excited to learn that there are two Titan shift who also made the cut.

Swiss Record: 4 / 1 / 1

The Top 8:

This top 8 was:

  1. John on Burn

  2. Scott on Jund

  3. Mark on Titanshift

  4. Cody on Knight Company

  5. Myself on Jeskai Saheeli

  6. Julian on Jeskai Geist

  7. Mike on Jeskai Geist

  8. Josh on Titanshift

Top 8 - Quarterfinals: Cody's Knight Company (W: 2 / 1 / 0)

Game 1: Cody is the 4th seed so he gets to play. This game was intense and I had to play carefully, as he represented both Spell Queller and Path to Exile the entire game. The first time I go for it, he has the path for my Felidar. Eventually, however, he taps low with one card in hand and I go for it again. He makes me cycle through the combo. At first, I'm not sure why. But out of instinct I choose the original Felidar. This is almost ALWAYS the correct choice, especially when your opponent has a Qasali Pridemage in play that you didn't even notice.

Game 2: I am on the draw again. I get mugged. I hard misplay, trying to Lightning Helix a Knight of the Reliquary when he had a second untapped Knight. He gets his Knights to 4/4 off an activation and a fetch. I should have hit the Selfless Spirit so I could try to Supreme Verdict. However, he had the Spell Queller to finish me off when I attempt to Snap + Helix to live one more turn.

Game 3: I am on the play. I keep a reasonable hand with a Supreme Verdict, a Path to Exile, and a Serum Visions. Cody ends up tapping low for a Voice of Resurgence and a Noble Hierarch. On his endstep before my turn 4, I path the voice then Wrath. I follow up with a Saheeli Rai with Path to Exile and Negate backup and then combo off shortly after scrying Felidar Guardian to the top.

Record: 5 / 1 / 1 (11 / 6 / 0 in games)

Top 8 - Semifinals: Josh's Titan Shift (W: 2 / 1 / 0)

It finally happened. I dodged this match up all day, but Josh beat out John's burn on the draw. Josh is another semi-local guy and I played around/against him a lot this summer when I lived in Indianapolis. He's a really great guy, a good sport and has a great laugh. My only problem with him is his deck choice. ;)

The top four decided to split prizes so I am not feeling super pressured as I go into this match. At the very least, I've done well. I still would love a chance at the invite though, so I keep my head in the game.

Game 1: I am on the play! Josh was 8th seed, so I get the choice. This is a huge factor in this matchup so I am very happy. I keep a hand with the combo, but play cautiously. I take some bolts off an early Valakut, the Molten Pinnacle and Remand his Primeval Titan he plays on turn five. On his turn six I Path to Exile the titan and Lightning Bolt his Sakura-Tribe Elder with Path and Titan ETB on the stack to make sure he has zero interaction when I untap as I've found my sixth untapped land. This allows me to combo off on my turn seven. This is a late combo time for the deck but it worked out how I wanted. Generally you do not want to play your combo pieces early as Titan Shift does not have enough instant speed interaction but does have plenty of damage to spread around. Unless you know you can go Saheeli on three into Felidar on four safely, it is not wise to play the pieces early.

Game 2: I am on the draw. Not much to say here besides I don't hit a Leyline in turns 0-4 and I get slammed with a Scapeshift I can't counter on like turn 8. He did say he was flooded for a while, but ultimately I was further behind.

Game 3: I am on the play. I don't like my opening seven. I also don't like my opening six. I am ok with my opening five. It's a Desolate Lighthouse, Felidar Guardian, Felidar Guardian, Remand, and Negate. I scry a Hallowed Fountain to the top. I Remand his first play to find a Steam Vents. I top deck a Saheeli Rai. I jam Saheeli to find another Hallowed Fountain on Top. I don't combo off, choosing to hold up negate and play the hallowed fountain tapped since he has four untapped lands. He doesn't think I have it and taps out for Hour of Promise. I Negate it and jam Felidar to go to the finals. This is why I play this deck. It steals games.

Record: 6 / 1 / 1 (13 / 7 / 0 in games)

Top 8 - Finals: Scott's Jund Midrange (W: 2 / 1 / 0)

Is it still 2014? Scott is on the most classic of all Junds, with two Kalitas and an Olivia. No death's shadows, just good all IoK into Bob into Lili plan. The finals is Steam Vents vs. Overgrown Tomb and we are both excited to play it out.

Game 1: I am on the draw. He mulligans and doesn't have any hand disruption until turn three, which is too late for him as I take him off black with a spreading seas. By the time he does find his black source he's forced to deploy threats, though he does Thoughtseize my first Felidar guardian. I deploy a Jace on T5 and downtick on my T6 to find my missing combo piece to win.

Game 2: Im on the draw and I keep my hand. He again doesn't have discard but deploys a Goyf and a Scooze, and a Liliana. I am force to put EE on two. Unbeknownst to me, he has 2x Abrupt Decay and 1x card:Kolagan's Command in hand. He doesn't deploy that on my stuff when I tap out for a fetch. I try to combo off twice, only to discover he has that removal. It worked out for him, but he could have ended the game much faster if he'd kept his Scooze (5/5 on death) and Goyf (6/7 w/ artifact in GY) around.

Game 3: I'm on the play! We trade threats and answers back and forth, but he ends up with a Liliana and I end up with a Saheeli in play. He's at 8 and I'm at 4. He has a 6/7 Goyf. I top deck a spreading seas and scry path to the top. I play seas to limit his red/black sources. He untaps and upticks Liliana with two cards in hand. I path the Gofy. He's forced to choose between a removal spell and another goyf to keep. He pitches the goyf and doesn't find another threat the entire game. I attempt to smack him to 4 with my Colonnade, he terminates it. I ping him to 7 and bottom my scry. I rip a Keranos and scry a Felidar to the top, putting him to 6. I bolt him to 3 off the Felidar draw, scry an EE to the top, then arrive at a dilema. He has two cards in hand now and a Liliana at 6. I play Felidar and go for it, figuring I just keep Keranos if he answers the combo. At this point, his only out is 2x Lightning Bolt on me and I know he didn't have it because I tapped out the previous turn. I'd rather burn the possibility of a single bolt on Saheeli now. He doesn't have it, so I win. I was not expecting this.

Record: 7 / 1 / 1 (15 / 8 / 0 in games)

Final: 7 / 1 / 1

My deck drew extremely hot this tournament. I have the practice with the deck, but it also was very forgiving to me all day. I top decked the combo four times. That's four "free" wins. I played the deck because I was comfortable with the archetype and knew the deck was unknown just enough to get me there. The only hard punt I made was in round four, game three, and that was entirely my fault. The deck tried to give me the win, but it didn't happen.

I'd also like to reiterate a point I made earlier in this guide about this deck. This deck wins because people don't expect the combo. They see Hallowed Fountain and Steam Vents and think Geist of Saint Traft, not Saheeli Rai. It's a huge advantage, but it's not likely to last. Additionally, people often mix up how to sideboard against it. Josh brought in Ancient Grudge believing I had to copy the artifact cat. Others tap out or tap low expecting me to mess up in their favor with effects like Qasali Pridemage. Sometimes they don't have a choice, but that's why I'm happy to go for it.

Thoughts on my list:

I'm probably not going to change my list up too much. I may drop another bolt for a Detention Sphere as that card was incredible all day. I love flickering it for value with Felidar Guardian. Kitchen finks was also an incredible addition to the list. I may try running one or two in the main eventually, as it has an incredible power to extend my game. Flickering or copying it against burn felt like cheating.

Result: 5 / 3 / 1

Woke up at 4:30 am to shower, grab a cup of coffee, and pick up my friends to drive to Cleveland from Indianapolis. We meet up with another friend for breakfast once we arrive and write up our decklists over eggs and more coffee.

The sideboard guide for most of these matchups should reflect my changes, but it might be a little different since the list on here is updated to my most recent version.

Round 1: Merfolk (L: 0 / 2 / 0)

Game 1: I am on the draw and I keep my hand. My opponent opens with an island into Cursecatcher. I kept a hand with a Saheeli and plenty of removal and bolt his Cursecatcher and then his Silvergill Adept and pathing a Lord of Atlantis on their T3. I play a Saheeli on my T3. I play a Felidar on my T4. My opponent responds to the Saheeli minus with dismember. They swing at Saheeli. I play another Felidar guardian on my T5 and a Saheeli on my T6. They have dismember again. I lose to a big board.

Game 2: I am on the play and I keep my hand. There arent many notes, because my opponent hit their curve and I was stuck searching for a Supreme Verdict or an Anger of the Gods.

Record: 0 / 1 / 0

Round 2: Melira Company (D: 1 / 1 / 1)

Game 1: I am on the draw and I mulligan to 6. They get infinite life on T3. They are surprised when I dont scoop. I continue to hold out hope for winning until they find a way to get infinite +1/+1 counters.

Game 2: I am on the play and I keep my hand. I remove several of his early dudes in order to land a T3 Saheeli and a T5 Felidar Guardian.

Game 3: I am on the draw and I keep my hand. I see two Angers in this game and enough bolts to keep his stuff down. We go to time however and on Turn 5 I reveal a felidar on the scry. I cry as my opponent prefers to draw than concede. Totes fair, as they had no creatures and no cards in hand.

Record: 0 / 1 / 1

Round 3: Titan Shift (L: 0 / 2 / 0)

Game 1: I am on the draw and I keep my hand. My opponent does Titan things. I do my best to answer. When I go for the combo, they have double bolt to get around my Snap + Logic Knot. I lose to more Titan shenanigans.

Game 2: I am on the play and I keep my hand. We get to a point where were playing draw go for a long time. I snap bolt a few times and eventually swing to get them to 3 with 5 untapped lands on my point. My hand is 2x Snap, 1x Negate, 1x Logic Knot, I have 7 life. They have no Valakuts and a Khalni heart expedition and four cards in hand. They failed to find on the Ghost Quarter I used on an early Valakut and I assume they are only running 8 basics. I fail to notice the bolt in my graveyard and pass. They have double bolt on top of a top-decked Valakut. This was a rough loss.

Record: 0 / 2 / 1

Round 4: BW Eldrazi Taxes (L*: 1 / 2 / 0)

Game 1: I am on the play and I keep my hand. I combo off T6 after seeing only small hatebears and removing them easily.

Game 2: I am on the draw and I keep my hand. I am surprised by a T3 Thought-Knot into T4 Smasher into T5 Smasher. We quickly go to Game 3.

Game 3: I am on the play and I keep my hand. They have triple Smasher starting on T3. I only had 2x Path to Exile. However, my opponent scoops to me in order to draft. I was even more surprised.

Record: 1 / 2 / 1

Round 5: Boggles (W: 2 / 1 / 0)

Game 1: I am on the draw and I keep my hand. Despite a blessed alliance, my opponent stacks up enough things on a hexproof dude to slay me.

Game 2: I am on the play and I keep my hand. I have enough enchantment removal and recursion with Snap to survive to my 6th land drop and combo off in one turn.

Game 3: I am on the draw and I keep my hand. My opponent mulls to six and plays three boggles and an auramancer. I have an Anger and they dont land an enchantment before I wipe the board. I beat them down as they fail to find a creature. Wear // Tear was an MVP in this matchup.

Record: 2 / 2 / 1

Round 6: Eldrazi Tron (L: 0 / 2 / 0)

Game 1: I am on the draw and I keep my hand. They have double smasher and we move to Game 2.

Game 2: I keep a hand with 2x Path, a Titan, and Surgical. They have a T2 chalice on 1 and I cant really do anything for the rest of the game.

At this point I consider dropping as I am out of contention for anything, but my friends still in it so I keep playing.

Record: 2 / 3 / 1

Round 7: Jeskai Delver (W: 2 / 0 / 0)

Game 1: I am on the play and I keep my hand. They cast a lot of burn spells and a few Spell Quellers which has me putting them on Counter-Burn from GP Vegas. Then they play a T10 delver. Im confused, but I can out-burn them.

Game 2: I am on the draw and keep my hand. Despite missing a few land drops, I keep their threats down and manage to out value them with draws off of spreading seas.

Record: 3 / 3 / 1

Round 8: Lantern Control (W: 2 / 0 / 1)

My opponent unfurls their playmat and its a pithing needle expedition and mention that their games have been very long today. I groan, realizing theyre on lantern.

Game 1: I am on the draw and I keep my hand. They mull to five. I end up landing a T3 Saheeli and scry something to the bottom. They mill me with Codex and reveal a Felidar Guardian. They play ensnaring bridge and let me draw the guardian. They have three cards in hand. I combo off.

Game 2: I am on the draw and I keep my hand, which contains a Keranos and several counterspells. They again mulligan to six and get rid of my Keranos from my hand before I hit my fifth land drop. They cant answer him and I bolt them to death.

Record: 4 / 3 / 1

Round 9: Grixis Shadow (W: 2 / 0 / 0)

Game 1: Im on the play and I keep my hand. We play a midrange game, trading threats and discards for a while, until they land a gurmag angler and I only see lands. My opponent and I end up racing when I top deck a Ghost Quarter, keeping me out of Angler + K-Command range, and it becomes my colonnade vs. their topdeck. They dont see anything interesting and die to Colonnade beats.

Game 2: Im on the draw and I keep my hand. They strip my hand and play many shadows. They accidentally reveal a push early on, but forget to play it when they have a chance to swing for lethal by removing my Felidar after fetching to make their Shadows 6/6s. I chump with the Felidar and supreme verdict the next turn, keeping me alive to draw enough burn to seal the deal.

Record: 5 / 3 / 1

Final: 5 / 3 / 1

Technically Id consider it (5 / 4 / 0) on the day, but thats what the match slips say. The results werent what Id hoped and in the end a lot things could have been avoided. I kept a series of shady hands in the early rounds and was a little too zealous in removing threats which cost me enough games. The Titan Shift matchup continues to feel almost unwinnable. Considering that the deck is gaining popularity, I think its time to retune the sideboard and potentially the main deck to help beat it. Disdainful stroke was nice against Eldrazi, but it still hurt that my best answer to Valakut was a 1x GQ and 2x Surgical. Blood moon is definitely looking tasty right now in the side.

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Date added 7 years
Last updated 7 years
Legality

This deck is Modern legal.

Rarity (main - side)

5 - 2 Mythic Rares

33 - 6 Rares

14 - 4 Uncommons

4 - 3 Commons

Cards 60
Avg. CMC 2.11
Tokens Copy Clone
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