Sideboard


Maybeboard


This is an Abzan Elf deck that I have been playing in local modern tournaments. Currently have an overall record of 7-4 at these local tournaments.

This deck has a lot of the classic creatures that are seen in most elf decks. There are some spicy one ofs in the main and sideboard of the deck.

Mainboard:

While not an elf its ability to bring back any card from a graveyard is quite powerful. Great for getting back lords and cocos.

I love this card, not only is it a flyer but it also protects your entire team from a board wipe. No better feeling then responding to a wrath effect with a chord and selfless spirit. This card has won me the game on multiple occasions. This also throws people off because they don't expect to see it game one.

Sideboard:

This is a great card against creature graveyard based decks such as dredge and giving an additional counter to a creature is also nice. Only downside is the mana can be kind of wonky and make for a dead card in your hand sometimes.

The classic pro red sideboard piece. Great against the burn matchup as it will eat damage coming at your face or another valuable creature on board.

The only creature in the 75 over 3 cmc but definitely worth it. It evades black removal and can block death's shadow no problem. It also can be used as a finisher by pumping it up.

This card is an all star when it comes to the burn match up and heavy creature decks. Against burn every point of life helps and your opponent will waste removal on it.

This card makes it very awkward for heavy artifact strategies to maintain their board. This is great against affinity and alright against eggs and lantern control.

Because who isn't a fan of pithing needle on a stick!

Classic artifact and enchantment removal that every elf decks requires.

Scooze is always helpful when dealing with graveyard based strategies.

This card I have been debating whether to keep in the sideboard. Its great against LotV and smallpox but the kind of decks that run those cards also have a lot of spot removal to take it out.

Additional Spice:

Land from standard that is quite easy to flip and has a creature that is hard to deal with. Feels bad when they path it though.

Pretty much is a forest that also makes a 1/1 a 2/3!! It rarely does anything but get in with an extra point of damage or say gotcha when the opponent forgets that a land is pumping up a creature.

This is a one of but only cause I'm broke. Definitely would like the play set of them at some point.

If you have any suggestions or questions about this deck please let me know! :)

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Updates Add

Overall Record 2-2

Did not perform as well as I had hoped but I think this can be attributed directly to having two match-ups against counter company. The match seems completely unwinnable to me. As my current deck stands I have no way of interacting with what that deck wants to do. I will need to start adding removal spells to my sideboard as a way of dealing with the combo creatures. Thinking of adding some amount of fatal pushes, dismembers, or path to exiles.

Round 1 vs Eldrazi Tron 2-0

Game 1 on the play my opponent never was able to get more then one tron land and I was able to easily swing out with a large board for the win.

Game 2 on the draw my opponent has natural tron and has a board of thought-knot seer and two reality smashers. My board has four creatures on it and my opponent attacks with everything. I coco and hit two shaman of the packs for a total of 12 damage and blocked so that I would barely be alive and was able to hit for lethal on my following turn. That was one of the best cocos I had as there was no other cards that would have gotten me out of that situation.

Round 2 vs Counter Company 0-2

Round 1 on the draw, I have a reasonable starting hand with a couple dorks, a lord, and a coco. Nothing really mattered as he had the combo on his third turn and was able to shoot me with a walking ballista for infinite damage.

Round 2 on the play, had to mulligan down to four. So not only am I already at a disadvantage in the matchup but Im also down 3 cards. Surprisingly the game lasted longer then anticipated but he was able to eventually find the combo by turn 6 or 7.

Round 3 vs Esper Control 2-1

Round 1 on the play, had a great hand and opponent could not slow me down enough and was able to Ezuri for lethal by turn 5.

Round 2 on the draw, got destroyed by supreme verdict as I had no way of protecting my creatures. Had my board wiped and then coco countered and decided to go to the next game.

Round 3 on the play, this was a crazy long game. I started amassing a board and he played timely reinforcements to get his life total above 20 and get blockers in the way. Had a lord out and was able to take his soldiers out and continue to whiddle is life total down. He then played an elspeth and was creating 3 1/1 soldiers every turn and on top of that he snapped back the timely reinforcements from earlier to get even more soldiers and life. Kept attacking consistently with my dorks that were pumped up by a lord to remove the soldiers. He was very close to stabilizing the board but hit the only real top deck that would win me the game and that was shaman of the pack to get the last points of damage through. Definitely and awesome game and did not think that elves would be able to win such a grindy game against control. It helped that he never saw a supreme verdict the entire game because a wrath + elspeth would have surely spelled defeat.

Round 4 vs Counter Company 0-2

Game 1 on the draw, he had the combo on turn 3 with nothing I could do.

Game 2 on the play, he had the combo again on turn 3.

The last two games took maybe 10 minutes. Kind of frustrating when it seems like there is nothing you can do to influence the game.

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Date added 6 years
Last updated 6 years
Exclude colors UR
Splash colors WB
Legality

This deck is Modern legal.

Rarity (main - side)

1 - 1 Mythic Rares

25 - 6 Rares

15 - 5 Uncommons

14 - 3 Commons

Cards 60
Avg. CMC 2.17
Tokens Elf Warrior 1/1 G, Human Cleric 1/1 BW
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