Sideboard


The concept of the deck is to get Emrakul or Worldspine Wurm out on the field or attacking on turn 3. The deck is essentially split up into 4 types of cards: Big creatures, Trick spells, Ramp, and Lands. This deck is capable of presenting 20 damage on turn three, but more often than not it is a turn 4 deck.

THE RAMP-

The ramp is one part of the deck where there is a lot more freedom for experimentation, the ramp spells i use are not necessarily essential to the deck. What is important to the deck is that if you are trying get to 6 mana on turn three, you want to have a 1 mana ramp spell turn 1, and a 3 mana ramp spell (that generates 2 mana) turn 2. I opted for land enchantments because they are speedy, efficient, on curve, and outside of abrupt decay and the occasional ghost quarter, there are not a lot of mainboard answers for enchantments in modern. However, enchantment ramp can be substituted for creature ramp (elvish mystic, fyndhorn elder, elvish archdruid, etc.), which is just as fast but can be interrupted easily by any number of kill spells/field wipes (although the creatures give you some amount of defense and alternate win-con capabilities). In addition, spell based ramp (rampant growth, farseek, etc) can be your substitute for enchantment ramp (which is the best in theory because the deck thinning increases the chances of hitting big creatures off of your trick cards), but in modern there are only a limited number of spell based ramp and they don't line up to get you 6 mana turn 3. I have tried all the versions i just went over, and i have found enchantment ramp or some mixture of all of the above to be the most effective.

THE TRICK SPELLS-

The trick spells are the core of the deck. There are 11 trick spells in the deck, which gives are a pretty good chance of seeing atleast 1, sometimes 2 in your opening hand. All of the trick spells are good in certain situations; through the breach is really good against aggressive decks, summoning trap (an instant) is good against control and as a combat trick against midrange, and see the unwritten digs deeper than anything else. In my version i run 3 through the breach, 4 summoning trap and 4 see the unwritten. Those numbers are not set in stone, but through copious amounts of test playing, i have found that through the breach is better at 3 than a playset, simply because it is a dead card unless you have a big creature in hand.

THE CREATURES-

Emrakul- because he is the biggest, baddest creature in magic and is very hard to kill, plus annihilator 6 will secure almost every game you play. Emrakul is the card you are looking for almost everytime you play a trick spell, with the exception of when playing against a deck that runs any number of edict effects or blessed alliance.

Worldspine Wurm- He is big, and very resiliant (with the exception of getting path to exiled). This is not as desired as emrakul a lot of times, but can finish games almost as efficiently. Definitely the card you want to see against non white decks.

Torrential Gearhulk- This is a relatively new addition i added to the deck, I originally had ulamog, the infinite gyre in this slot, but realized i was always unhappy seeing ulamog, so i opted for torrential gearhulk to get some free re-dos, and at worst case senario, it is still a 5/6 at instant speed. Torrential gearhulk also gives the deck some resiliency against hand hate as well. There are a lot of neat interactions with the gearhulk as well, here are some interaction- Through the breach a gearhulk and then flashback the through the breach for another fatty and you have 20 damage turn 3. If you cast: summoning trap and hit a torrential gearhulk, you can choose it and re-cast summoning trap, which helps you dig deeper into your deck for the specific creature you want and gets you two creatures instead of just one. If you cast: see the unwritten(a sorcery) and hit a gearhulk, you wont be able to get a recast on see the unwritten, but since the cards you reveal go to the graveyard then torrential gearhulks ability triggers, if a summoning trap or through the breach is also in the cards you revealed you can target them to get much more value.

THE LANDS-

The mana base is largely self explanatory. Green is the most important color to the deck, and in all honesty the deck can function with all green mana and one red source. The most important thing to remember is that you want as many (if not all) of your lands to be able to come into play untapped, so that you can stay on curve.

THE MATCH UPS-

Favored match-ups (70/30 or higher): Tron, eldrazi varients, and most midrange shells

Average match-ups (40/60 or higher): Control match-ups, burn, infect, and bogles

Poor match-ups (less than 40%): Aggro strategies (merfolk, revolt zoo, affinity, etc), tempo strategies, and ensnaring bridge strategies

THE IDEAL OPENING HAND:

There are a variety of opening hands that you can keep, but ideally you want 2 or 3 lands, 1 or 2 trick spells (to insulate yourself against hand hate) and some number ramp spells. There are 12 big creatures in the deck, so it is very common to have 1 or 2 big creatures in your opening hand which will feel really bad unless you have a through the breach. I will almost always mulligan hands with more than two big creatures in it and hands that do not have a trick spell.

THE SIDEBOARD:

Pithing Needle- mainly for qasali pridemage, ghost quarter, and liliana of the veil, but can be used to answer a vast majority are cards in modern.

Chalice of the Void- Great against affinity, bogles, burn, lantern control, infect, and any deck that has a very low cost win condition or a large number of spells at the same mana cost.

Ratchet bomb- like chalice, good against decks that have a lot of permanents at the same mana cost (like merfolk, latern control or tokens) Ratchet bomb is very good at solving this decks biggest issue, people going wide.

Blood moon- Bring this in against tron, 3 color midrange decks, and eldrazi varients. Turn two blood moon can sometimes end the game for them but more often than not, it is just used to slow down tron/midrange/eldrazi, so that you can have time to trick out a fatty. In addition, you can bring them in against control, but it is a non-bo with bosieju.

Anger of the Gods- Like ratchet bomb, it is good against decks that like to go wide. Side out some number of arbor elves if you bring these in.

Bosieju- Swap out for a forest and a nephalia academy, this card can single handedly crush control.

NOTES ON THE DECK:

-Like a lot of combo type decks, the deck can just fizzle by missing on summoning traps and see the unwrittens, it sucks, but it WILL happen from time to time.

-Try to keep the fastest hands you can, the deck has no interaction so you have to be fast.

-You can certainly cast big creatures, but that should not be your primary goal.

-Always be conscious of edict effect, blessed alliance, and deflecting palm.

-The deck is very streamline, so it is often hard to know what to cut when sideboarding. Try to avoid cutting too many big creature. With practice, you will learn what the proper cards are to cut in certain match-ups (i am still learning this part).

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Date added 7 years
Last updated 7 years
Exclude colors WB
Splash colors UR
Legality

This deck is Modern legal.

Rarity (main - side)

12 - 3 Mythic Rares

23 - 12 Rares

1 - 0 Uncommons

15 - 0 Commons

Cards 60
Avg. CMC 5.79
Tokens Eldrazi Spawn 0/1 C, Wurm 5/5 G w/ Trample
Folders Modern Decks I Enjoy
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