pie chart

And They Say Defenders Can't Fight!

Modern Budget Burn Casual

pumphry


Sideboard


Mao Zedong once said, "The only real defense is active defense." This deck is all about defensive synergy translating into an aggressive offense. Stall for time, ramp mana, draw cards, and even gain life with your army of defenders in preparation for decimating your opponent in a few swift blows. This is a casual budget deck and is still a work in progress. Input is appreciated.

ENCHANTMENTS

Assault Formation is incredibly synergistic with this deck. It can help you stall out an aggro attack and destroy otherwise troublesome creatures just by blocking. In the right situation it could even put you on the offensive with your defender creatures.

DEFENDERS

Axebane Guardian , Sylvan Caryatid, and Overgrown Battlement comprise the mana ramp element of the deck. The Caryatid and Guardian both can create mana of any color type and are used to fix the mana base and compensate for the lack of mountains in the deck. Getting just two of Axebane Guardian or Overgrown Battlement out in any combination can give you access to a huge amount of mana every turn either to Banefire/ Demonfire your opponent with or can be used to quickly play out large numbers of defenders.

Wall of Omens and Carven Caryatid are low mana cost defenders that give you bonus card draws and play well with the defender abilities that most of the other cards have in the deck.

Perimeter Captain is a 1-drop defender that ups your stalling power by giving you 2 life every time you block with a defender.

Stalwart Shield-Bearers increase your defenders toughness which allows you to stall for longer and more effectively. It also leads to some very strong defenders and/or attackers when combined with Assault Formation 's first and second abilities.

Tree of Redemption keeps the player alive in a tough situation long enough to draw into a Vent Sentinel or the like and with Assault Formation in play is a major obstacle to attacking creatures.

WIN CONDITIONS

Vent Sentinel + an army of defenders is the bread and butter of this deck. In combination with the large number of defenders most likely played by this point, Sentinel's ability gives you the opportunity to burn for massive damage every turn. If there hasn't been too much disruption with your mana ramp up to this point, you won't have any problem triggering its ability and playing other defenders every turn, which will only make the Sentinel's ability hit for more damage. In some scenarios, you can use the burn ability to take out opponent's creatures as well.

Banefire allows the player to capitalize on the massive mana ramp in this deck and the amount of turns the player is able to stall for in order to hit for huge amounts of damage that can't be countered. Once you get a good number of defenders out, Banefire + tapping Axebane Guardian for mana is a brutal combination. Demonfire has the same purpose and basic functionality in this deck as Banefire. It is recommended to play Demonfire after you've emptied your hand to make it immune to countering.

By turn 5 you can often hit for 10+ burn damage with a Banefire or Demonfire with this deck. By turn 10 you can blast them for 30.

Suggestions

Updates Add

Comments

Attention! Complete Comment Tutorial! This annoying message will go away once you do!

Hi! Please consider becoming a supporter of TappedOut for $3/mo. Thanks!


Important! Formatting tipsComment Tutorialmarkdown syntax

Please login to comment

Date added 8 years
Last updated 8 years
Legality

This deck is Modern legal.

Rarity (main - side)

2 - 1 Mythic Rares

13 - 4 Rares

19 - 8 Uncommons

15 - 2 Commons

Cards 60
Avg. CMC 2.28
Tokens Insect 1/1 G w/ Flying, Deathtouch
Folders Walls
Votes
Ignored suggestions
Shared with
Views