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Awaken Rarity-Restricted Casual Competitive

Modern Lands

accipe.hoc


Sideboard


Maybeboard


I've recently gotten re-excited about magic. I started thinking about what I like about the game, and I like both the simplicity of a 60-card 1v1 game, and the complexity of multiplayer formats. Drafting has been fun in the past, and I hope to draft in the future. I also like the cube that I built, and I'll keep working that angle.

I also have my three commander decks, BUT I've been missing 60-card gaming. I like being able to make a deck that does something I want it to do, somewhat consistently. Furthermore, some cards are cool specifically if you have more than one.

I've looked occasionally at Rarity-Restricted formats, Pauper being the only one I had previously considered. The problem I had with Pauper was that some of the coolest cards in magic are of a rarity other than common.

I recently encountered , delve in if you'd like a deeper explanation of the values underlying the format. I'm fixing to get serious about building a rarity-restricted deck, and so, I present the following idea:

This is my draft of a Rarity-Restricted Casual Competitive format! I've presented a list of restrictions that I thought might be fun, and I'd love to hear feedback about the format.

  1. All cards must be from sets in the modern era (Mirrodin until now). This is an intentional choice, since in the earlier editions of magic, cards didn't know how to respect their rarity. I'd be interested in making a deck someday that uses older cards (I, like some of you, love old cards, old art, and old magic), but I've read and experienced that a rarity-restricted setup doesn't fairly bridge the design divide that is modern.

  2. The legal sets are cards from Card Sets (see the card set archive), which doesn't include side projects like Commander sets, Global Series, Duel Decks, From the Vault, Battlebond, Un-sets, Consipracy, etc.

  3. Decks cannot contain any cards banned in any official format (so no cards that are banned in Modern, Pauper, Standard, or Commander, etc.).

  4. Occurences of cards of each rarity is capped. However, cards may be 'traded down' (e.g. a deck could have only 1 mythic rare, and use 9 rares. Another example: a deck could have no rares or mythics, and include up to 20 uncommons). Cards with special rarity (purple cards from Time Spiral) use the rarity of their original printing. Cards use the lowest rarity found in a printing legal in the modern format.

    Maindeck Maximums: - 2 mythics, each must be unique - 8 rares, up to 2 of a kind - 10 uncommons - Unlimited commons

    Sideboards Maximums: - 1 mythic - 2 rares, each unique - 4 uncommons - Unlimited commons

  5. Sideboard cards must follow all the aforementioned restrictions. Rares and mythics in the sideboard can't be duplicates of cards in the main deck, unless that sideboard card is a rare, and that rare only occurs once in the main deck.

  6. Total market price of the deck and sideboard not to exceed $60. We use Card Kingdom's lowest price listed on Tapped Out, and if the deck creeps over the line due to a change in card value, changes to the deck must be made to bring it back withing the $60 range.

---------------------------------ABOUT THE DECK-------------------------------- This 5-color wild ride of a control deck is all about creating nigh-indestructible land-creatures, with The Ozolith, Consecrate Land, or any other genju/card with awaken along with Trace of Abundance. The deck is creatureless to take advantage of the synergy with Storage Matrix. Eradicate + Wind Zendikon allows me to rip all basic lands of a certain type from my opponent's deck.

I'm always looking for more spicy tech to surprise my friends, so if you think of any offbeat suggestions, I'd love to hear them!

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93% Casual

Competitive

Date added 4 years
Last updated 3 years
Key combos
Legality

This deck is not Modern legal.

Rarity (main - side)

1 - 0 Mythic Rares

10 - 3 Rares

7 - 4 Uncommons

27 - 8 Commons

Cards 60
Avg. CMC 2.73
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