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Budget Modern White-Green Thragtusk Blink

Modern*

karizma521


Sideboard

Creature (3)


We all know Thragtusk. He was your childhood friend. He helped you learn to ride your bike. He let you stay at his house for a whole weekend when your mom and dad were stuck at work due to a bad storm. He even lent you $200 when you were going through that rough patch.

This is a very budget Modern Deck. ~$80 on TCGPlayer. This uses a lot of the cheaper flicker staples in Modern. $2-$5 max for some good green and white cards. If you have any improvement on the deck please leave it in the comments but try not to recommend cards that are too much money. I would like to keep the budget theme.

Creatures:

-Birds of Paradise are good mana producers that become good chump blockers late in the game.

-Grand Abolisher stops mill combos and other specific scenarios. Possibly a sideboard card but mainboard for now.

-Champion of Lambholt is a pretty key card. I know it's 3 mana for a 1/1 but when you start flickering the Thrag + other cards it becomes everything a Dimir rogue deck wants to be.

-Flickerwisp is an easy way to flicker cards once but the fact that it is also a 3/1 flyer makes it good enough to play on not so eventful turns.

-Restoration Angel is a Flash creature that you can use to protect creatures like the Champion and to simply flicker the Thragtusk

-Wolfir Silverheart is kind of the end game. You play it turn 5 or 6 and put 4 counters(+1 from it entering the battlefield) on the Champion making all your creatures unblockable. Or you can flicker it to make it count as an instant speed +4/+4 buff spell.

-Thragtusk is Thrugtusk. He's not necessary for a W but he sure helps. That 5 life is good. The Beast is better.

Spells:

-Cloudshift is 1 cost instant speed blink. Nothing more needs to be said.

-Rancor is just a good card. It gives the Champion more power or it makes Flickerwisp a 5/1 flying trample when you're not drawing the cards you need. And of course it's ability makes it so flickering has no downside.

-Journey to Nowhere is the only real removal spell. Use it to get rid of big threats or to stop aggro if you absolutely need to. Use it wisely

-Eerie Interlude is used to flicker a bunch of creatures and to set up for the game ending swing.

Artifacts:

-Conjurer's Closet is a 1 of because it has potential to be good against stall decks.

Land:

-8 plains

-8 forest

-4 Canopy Vista. This is a budget deck so fetch and shock lands are essentially out of the question. It sucks but that's how it has to be.

Notes:

I considered putting tutor cards in here because of how essential it is to get Warrior or Thragtusk out on the battlefield but in the end there wasn't anything I liked. GSZ would cost too much and take up slots. If you try it out and it works don't be afraid to tell me.

The Sideboard isn't figured out yet. I'll get to it. Any recommendations are welcome of course.

The problem that appears right away is that there are occasionally turns where very little can be done besides use Journey to Nowhere on something that might not be worth it. Hopefully there will be a way to remedy this from your suggestions.

Suggestions

Updates Add

Moved Abolisher to sideboard. Added 2 each of Avacyn's Pilgrim and Fiend Hunter. Took out 1 Rancor. Instead of 8 plains and forests it is now 9 forests and 7 plains.

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Date added 7 years
Last updated 7 years
Legality

This deck is Modern legal.

Rarity (main - side)

25 - 3 Rares

9 - 0 Uncommons

10 - 0 Commons

Cards 60
Avg. CMC 2.70
Tokens Beast 3/3 G
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