Sideboard


This is a Budget Quasiduplicate Deck built around entering the battlefield triggers of the deck's creatures. Creatures like Bishop of Binding or Tempest Caller can have a huge impact on the game state when they enter play. And you get even more copies of them using Quasiduplicate!

Basically, you control the game with your various triggers that happen when your creatures come into play. You then duplicate their effects by casting Quasiduplicate targeting whichever one will help you the most.

Between Exclusion Mage, Militia Bugler and the rest of your creatures you should have no trouble at all controlling what happens in play. Then the deck has other support cards to ensure you end up on the winning side of any contest. Entrancing Melody and your exile enchantments will clear off anything troubling your plan to win. Ixalan's Binding even keeps them from playing more copies of the exiled card!

The sideboard is filled with whatever you need to win against opposing decks. The board ranges from counters with Disdainful Stroke to stopping weenie aggro dead with things like Knight of Grace. This makes the deck able to deal with any field.

So if you like control, clones and indestructible vampire beatdown then this deck is for you!

Here is the card breakdown:

The Creatures:

Adanto Vanguard: This is one of your best starting creatures. At 3 power when attacking makes it a good early threat. Then your life total makes it very resistant to removal. Play this early and it will keep pressure on your opponent. It is also a great target for either one of your bishops.
Bishop of Binding: This is your first bishop and can lead you to very powerful plays. Depending on what creature you exiled when this card entered play can be a big bonus to one of your attacking vampires. This can give you solid combat bonus every turn until it is stopped. The Adanto Vanguard is a good target for the trigger ability given that you can make it indestructible. Also, your vigilant Bishop of Rebirth is another good target.
Bishop of Rebirth: Once you clear the field with all of your removal and exile abilities, this bishop will keep returning your creatures to the battlefield. The Exclusion Mage or Militia Bugler are your best targets for this ability but bringing anything back will slowly build your army while your removal will whittle away your opponent's. Great for ramping towards an inevitable win.
Exclusion Mage: This card has a great ability that can have dire impact on your foe. Returning creatures to your opponent's hand helps clear the field and wrecks their tempo at the same time. It is a good target for Quasiduplicate along with your Bishop of Binding.
Merfolk Trickster: Flashing this in at the end of an enemy's turn can tap one of their defenders and be ready to attack on your turn. Another good way to control the field and set up winning attacks. Saving this until a crucial block can be removed or stopping a powerful attacker may be all you need to set up a big play.
Militia Bugler: This card serves as a decent blocker with it's 3 toughness but the ability it has can really speed up building your army on the battlefield. With 25 creatures your odds are good that you will find more creatures to fill your hand. Combine copies of this with Quasiduplicate and you can outrace many decks.
Tempest Caller: This card is your big finisher. Tapping all of your opponent's creatures can be game ending depending on what you have available to attack with. Multiple copies of this card and the ability to make it a Quasiduplicate target can lead to early and often wins. Especially if you are getting a unblocked combat boost from your Bishop of Binding.

The Other Spells:

Entrancing Melody: This card never loses value during a game as it gets more powerful the more land/mana you have available to power it. Against many decks, taking control of a key creature can be crushing to some deck strategies as well as giving you another attacker or useful abilities. After sideboarding, you can run a full playset in the deck.
Quasiduplicate: This is the card the deck revolves around. With jump-start you have 8 copies of this card available during a game giving you the ability to clone any creature you control. This includes things you "steal" with Entrancing Melody! This card makes it like you have more copies of any particular creature in your deck and serves as a toolbox to help you win games. Clone your most effective creature on any given turn and increase your chances to win.
Baffling End: This card is great at removal during a game but gets even better in this deck. If your opponent does not have a way to destroy or remove this card, they do not even get the 3/3 dinosaur token. But even if they do, you can bounce or exile the token with nearly any of your other creatures and cards rendering the threat of it minor. Very solid support in this deck.
Ixalan's Binding: This card is amazing. It targets anything that is not land and, once removed, your enemy cannot play copies of the exiled card until this card leaves play. Very popular and can destroy a game strategy depending on what you exile with it.

The Sideboard:

Disdainful Stroke: Bring this in versus control or combo decks. A well-timed counter can be pivotal to winning a match.
Entrancing Melody: Add copies of this to your main deck when the opposing deck is relying too much on particular creatures or has a heavy creature-based strategy. Not only can it stop their game plan, it does nothing but improve your chances of winning by adding something to your side of the battlefield.
Exclusion Mage: Like Entrancing Melody, this card stalls creature strategies or hurts your opponent's tempo by delaying their plays. Playing one of these with mana free for a counter spell in your hand can remove any big threats your opponent may try to put into play.
Knight of Grace: Bring these in versus any weenie aggro. Or against decks heavy with black cards. Hexproof versus black and first strike make them a strong answer for early rushes or black removal.
Negate: More counter spells for control or combo decks. Splash them in for game 2 to keep opposing decks from "going off" with combos or as an answer to permission decks.
Shield Mare: Bring this in versus red aggro decks or burn and you will put your opponents in a very hard place to recover from. Bring in the knights and these versus red weenie decks and make it tough for your enemies to keep you from steamrolling them!

The Lands:

Throw in some basics and Meandering Rivers and that is it for the deck!

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Date added 5 years
Last updated 1 year
Legality

This deck is Modern legal.

Rarity (main - side)

14 - 2 Rares

22 - 10 Uncommons

4 - 3 Commons

Cards 60
Avg. CMC 3.08
Tokens Copy Clone, Dinosaur 3/3 G w/ Trample
Folders Magic Marc Cards
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