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Blue Green Planeswalkers




Its all about getting a bunch of planeswalkers out and trying to use their abilities to win. Creatures are only for mana and chump. Fog is to protect my planeswalkers or mana dorks for a turn for the OG comebackz.Green Sorceries are just for land grab, gotta have all them planeswalkers out.Of course when I play blue i gotta have some counters, got 3 Remand and 3 Mana leaks; After I play test i will tweak it all out.Land is kinda ify right now, gonna mess with that too. Might go up 1 or 2 Misties. Always expecting to take 4+ life from breeding pool, low island count due to the need of green first 2 turns, blue is mostly turn 3+.

The perfect hand can lead to a 3 drop planeswalker turn 2 like Jace Beleron, Nissa, Voice of Zendikar, or even Nissa, Steward of Elements. Any of these on turn 2 gives a crazy benefit with either controlling our draws, drawing extra, making chumps, or using Nissas 0 for more lands or my cheap creatures!

If Nissa, Voice of Zendikar is out turn 2 then that means turn 6 we could gain 8+ life and draw 8 cards to use with out land and mana dorks.

If we can get either Kiora, Master of the Depths or Kiroa, the Crashing Wave to their ultimate then the game is pretty easy to clear out. Kiora, Master of the Depths immediately gets rid of two creatures an opponent controls and Kiora, the Crashing Wave helps build a board presence or you can just -1 her twice for extra land on the field. Either of these planeswalkers need to last 3-4 turns meaning on turn 3 we can play one and have 8/8 or 9/9 creatures on the field starting turn 7. This can be stretching it at times but both of these two planeswalkers can help defend themselves or add mana to help me defend them. The turn 7 comes sooner if we have a Savor the Moment or draw into a Temporal Mastery. With optimal draws we can ultimate one of the Kioras and a 3 drop planeswalker on our opponents turn 5. <- That is almost a 1 in 1000 chance though XD

Another win con is mulling our opponent out with our Jace Beleron and Jace, Memory Adept. The other two Jace cards help out with taking less damage and card advantage; This second Mill win con is surprising effective, in another deck I made I can normally stall my opponent out with Fog Bank and counters to get these two out and then mull them out. Out of about 20 wins or so 8 or 9 were directly from mulling out the opponent into drawing nothing, another 3 or 4 was mulling out their best cards and finishing with other planeswalkers or creatures. If we can play into 2 or 3 planeswalkers including a Jace, Unraveler of Secrets by turn 4 using extra turns and chumps we can again stop the game by turn 7 with his ultimate.

Garruk Wildspeaker is not a specific win condition but playing it turn 3 can help play another spell the turn it is cast or to made a chump them use the untap ability to drop 2 cheap planeswalkers or creatures the next turn. This guys ultimate is almost never used.

Thats about it, check out my other planeswalker decks for some decent playable builds. They may not look like they work but I normally go 2-2 or 3-1 at FNM with them. Have not gone 1-3 but have gone 1-2-1 before.

I dont like to put up sideboards for planeswalker decks because I feel it varies WAY more than other decks based on the meta that you play with. In one card shop my sideboards i normally play are perfect whereas at 2 other card shops they helped very little based on the build i made to help out my planeswalkers.



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Date added 3 months
Last updated 2 months

This deck is Modern legal.

Cards 60
Avg. CMC 2.58
Tokens Kiora, 0/1 Plant, 8/8 Octopus, Jace, 9/9 Kraken, 3/3 Beast
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