Sideboard

Instant (3)

Sorcery (1)

Artifact (2)


This is a enchantment control deck that tries to ramp into indestructible creatures while removing opponents threats and stalling out the board. The deck is centered around using enchantments to counteract most strategies and play big hitters that most removal cannot interact with.

Lands

21 lands seems to be the sweet spot for lands. While i hate fetches and shocks, they are a necessary evil for 3 colors. We arent as fragile to blood moon as other 3 color decks but need to pay attention if our opponents play mountains with little to no fetching themselves. Our one manland is mainly to activate rhonas quickly and also is a creature that ducks porphyry nodes.

Wincon

Heliod, God of the Sun - Your main beater. Your easiest god to turn on. He has a great body and his tokens help add pressure and chump blockers. He is the mana sink of our deck and allows us to constantly advance board state.

Rhonas the Indomitable - Our alternate beater. Comes down early and is turned on Thrun, Heliod, and Raging Ravine after one attack.

Chandrad, Torch of Defiance - While mainly used for pseudo card advantage, chandra is a powerful enough to close out games and her spot removal/ramp can help us go from defensive to offensive.

Prison Effects

Ghostly Prison - One of your tax prisons. Slows down aggro and makes opponents choose between attacking or building their board which allows you more time to tighten the noose.

Leyline of Sanctity - Mainboard leyline stops so many opponents dead in their tracks. It keeps decks from interacting with your hand and your life total. This card single handely makes your game ones fair against most unfair decks.

Rune Halo - Allows to remove immediate threats by making them useless. Also gets around shroud and hexproof. You can also stop many linear strategy decks. If the deck is referred to by one card in it chances are its good to name with halo.

Removal

Porphyry Nodes - Removal spell that just keeps going. Removes dorks, protection, hexproof creatures and also can lock the opponent out with Heliod on the board. Remember that you get to choose not your opponent.

Day of Judgement - Our sweeper. While verdict is better for its ability to not be countered, its not worth splashing blue over. Wrath is techinically better but we wont to be able to regenerate thrun, so the judgement it is.

Lightning Bolt - Its bolt. What more can be said that it other than its beautiful. While path would also be good, we don't want to ramp our opponents into being able to pay for the prisons.

Anger of the Gods - Our other sweeper. Comes down early and can really change the landscape of a match. Helps with those matchups that want to get under us quickly.

Beast Within - Our all purpose removal. Lets us get rid of any pesky permanents that are making us sad. Mostly used on Teferi in all honesty.

Other Card Choices

Rest in Peace - Our graveyard hate. We care not for our graveyard so this doesn't affect us and slows down the likes of storm, dredge, goryo's, kci etc...

SIDEBOARD

Stony Silence - Stops affinity and kci, slows down tron, humans, fish, and any decks that uses artifacts for ramp or instant speed interaction.

Torpor Orb - Our tech to stop annoying etb effects. Shuts down humans, snaps, soul sisters, rec sages, kitchen finks and any other annoying creatures.

This deck has been my baby for awhile now and is fun to play if you enjoy control. I'll post win loses as i start to record them and all input is welcome and appreciated.

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Date added 6 years
Last updated 3 years
Legality

This deck is Modern legal.

Rarity (main - side)

2 - 0 Mythic Rares

27 - 8 Rares

20 - 4 Uncommons

8 - 3 Commons

Cards 60
Avg. CMC 1.95
Tokens Goblin 1/1 R
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