Sideboard


A value Collected Company deck, playing some of the best creatures in the U/W/G colors and looks to grind your opponent out. I don't play Retreat to Coralhelm, as I found that if you don't have a Knight of the Reliquary it is a miserable draw, especially if you're behind on board. Most of the time, I've also found that the deck just wins through combat anyway, so I replaced it with card:Reflector to give me better company hits and a better combat focused game plan, as well as main deck hate against 1 for 1 removal strategies, while also giving me a faster clock against combo decks like Storm or Amulet Titan. I also have seen lists that run Jace, the Mind Sculptor, I found that this card while good, is just not helping against my bad matchups enough, the deck doesn't need help grinding I think it does that just fine already.

The main reason to splash blue is for Spell Queller this card is so good at sealing up a winning board state, as you just hold back queller for any answer your opponent might play. The flying is great at breaking board stalls for creature based decks, and it gives you a better chance vs combo decks than similar decks that don't play it.

The deck is essentially Todd Steven's G/W Value Town that splashes blue for Queller, Reflector Mage and Counterspells out of the sideboard.

    • Tron --Game 1 is really bad, Knight is your best card so that you can find both ghost quarters, and delay them as best you can, while also putting on a significant clock that they have to deal with. The best way to fight them is to just kill them as quickly as you can, because the long game is un-winnable. Games 2-3 are much better as you get more disruption for them to deal with, and you can take out many of your undesirable cards like voice or scooze.

Bring In:

Take Out:

    • Affinity --Game 1 is a very 50/50 matchup and really depends on how explosive their draw is, whether or not you are on the play, how much interaction you have for them, and if you have a flying blocker to stave them off for a turn or two. In general, the game plan is to make the game go long, make trades with their creatures, even if they don't seem favorable and use the deck's built in card advantage to grind them out. The sideboard makes the matchup in general very favorable and one of your best as you have silver bullets, like Stony Silence as well as sweepers with Engineered Explosives and Settle the Wreckage.

Bring In:

Take Out:

    • Humans -- This is a very close matchup and is very tempo and interaction dependent. It really revolves heavily on Reflector Mage or a timely Meddling Mage from the Humans player can just lock you out of the game. The player who can set the other opponent the furthest behind will win the quick games, and when the game goes long it is usually in your favor depending on your life total, it does happen a lot where you stabilize at 3 or 4 life, and just die to a top deck Mantis Rider, This is where Courser of Kruphix is one of your best cards, it is very good at buying you the time you need. Knight is your best card here as it is key to be able to get a creature that can catch up to a large Champion of the Parish to not give them free attacks, and Knight will eventually outgrow them, turning the tide and giving you the free attacks. Game 1 is very similar to games 2-3, maybe you get a few more percentage points, and your opponent may think you are playing Worship and overboard if you are lucky. But there are no silver bullets for either side, and the gameplan is still the same for the most part.

Bring In:

Take Out:

    • GBx
    • UWx Control
    • Death's Shadow
    • Hollow One
    • Dredge
    • Spirits
    • Burn

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Date added 6 years
Last updated 3 months
Legality

This deck is Modern legal.

Rarity (main - side)

7 - 1 Mythic Rares

36 - 7 Rares

8 - 5 Uncommons

4 - 0 Commons

Cards 60
Avg. CMC 1.95
Tokens Orc Army, Phyrexian Germ 0/0 B, The Ring, The Ring Tempts You
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