pie chart

Summoning Sultai (Value Heartless Summoning)

Modern* BUG (Sultai) Goodstuff Midrange

Logics


Sideboard


A land of death, decay and disease. Ruled with an iron hand, but sometimes death brings new life.

Sultai Heartless Summoning

Welcome to my Sultai midrange deck, utilizing Heartless Summoning to power out threats, and utilizing land synergies to drown your opponent in card advantage.

Overview

Sultai is usually an overlooked colour combination in Modern. Fatal Push is a huge gain for the deck, but usually people go to Lightning Bolt or Path to Exile for their choice removal. The main problem Sultai faces is other 3 card combinations just do it better for the most part. You want midrange? Jund is the go to. Control? Grixis or Jeskai tend to offer more. Aggro? Don't kid yourself. One area where I've found strength though is land based synergies. There is no better 3 colour combination for the etb of lands to be relevant in a midrange shell.

The main core of the deck is in 4 cards. Heartless Summoning , The Gitrog Monster , Tatyova, Benthic Druid , and Ramunap Excavator . This combination of cards has the ability to gain you a good amount of life, and put you way ahead on cards, which will usually be enough to maintain your advantage.

Below will cover card choices, and typical play patterns, and will be extended to cover match-ups and sideboarding once I get some reps with the deck. Keep in mind this deck is a brand new brew for me, and is utilizing unreleased cards.

Card Choices

Early Game (Turns 1-3) Show

Late Game (Turn 4+) Show

Instants and Sorceries Show

Enchantments Show

This won't be structured the same way as the above two panels, but will explain choices as a whole.

Basics - We run 7 basics because they synergyze well with when we need to Ghost Quarter ourself, as well as let us play the game in a Path to Exile , Blood Moon , Field of Ruin meta.

Ghost Quarter - This card hoses tron decks, as well as being great for fixing our own mana and drawing us a lot of cards when combined with our finishers. With our ability to play from the yard and how greedy a lot of modern manabases are, we can turn these into Strip Mine in certain match-ups.

Fetches - We run 9 fetches. They fix our mana well, as well as synergizing very well with almost all of our creatures.

Shocks - He only play 4. Overall the mana is pretty good, especially with Sylvan Caryatid and Utopia Sprawl in the deck. Still they come in handy so we play them.

Horizon Canopy - Essentially tapping for only green in the deck, we use this because of our abilioty to reuse it in the deck, allowing it to draw us even more cards than normal.

Play Patterns

Ideally, you want to start off the game with some kind of ramp spell. Heartless Summoning is usually the best one, but Sylvan Caryatid and Utopia Sprawl both put in work. Your most explosive starts come off of Utopia Sprawl = Heartless Summoning + a 3 drop. This combination allows you to Heartless Summoning on turn 2 while also casting a 3 drop with it. If the 3 drop is Wayward Sawtooth, you have the potential to play a second 3 drop as well. Having this start also allows you to play one of your value 5 drops on turn 3 and still make a land drop that turn. If you have a start like this, your opponent will have a hard time coming back.

Midgame you're looking to make as many land drops as you can. The deck runs 25 lands, so you're usually good to go, but missing lands can really hurt the deck. Cards like Oracle of Mul Daya or Ramunap Excavator are usually great, and will likely push you to your late game threats. This is also usually the stage in the game you're looking to cash in removal spells, and clear the way for your finishers and value engines.

Late game is where you start to go off, and will a good draw, you can get here by turn 3 or 4. In modern, unless you're a control deck, you need to execute your gameplan by this point, or you will usually lose the game. Our board at this point ideally looks something like this. Heartless Summoning , Ramunap Excavator , Oracle of Mul Daya , Tatyova, Bentic Druid, and a fetchland in your graveyard. This lets you draw 4 cards, while gaining life, and usually allows you to play another big finisher as well, putting the game farther out of reach.

Wrap Up

And that's the deck. The sideboard is a work in progress, and is trying to cover any weaknesses that the deck seems to have at first glance.

If you have any suggestions, make sure you read the primer first. Don't be afraid to suggest anything though, maybe I forgot something, or maybe I don't even know the card exists. Either way, I'm happy to hear it. Also if you like the list please give it a +1, as it helps me get more eyes, more comments, and an overall better deck.

Happy Brewing and good day!

Suggestions

Updates Add

Comments

Attention! Complete Comment Tutorial! This annoying message will go away once you do!

Hi! Please consider becoming a supporter of TappedOut for $3/mo. Thanks!


Important! Formatting tipsComment Tutorialmarkdown syntax

Please login to comment

Revision 14 See all

(4 years ago)

+1 Assassin's Trophy side
+1 Thragtusk side
Top Ranked
  • Achieved #28 position overall 6 years ago
Date added 6 years
Last updated 4 years
Legality

This deck is Modern legal.

Rarity (main - side)

6 - 0 Mythic Rares

34 - 6 Rares

7 - 4 Uncommons

4 - 5 Commons

Cards 60
Avg. CMC 3.00
Tokens Beast 3/3 G, City's Blessing, Clue
Folders Heartless inspiration, Potential Modern Builds, landfall Gitrog, Favorites from other Planeswalkers, Badass Decks I Want, landfall combo, fun decks i want to try out, Modern, Modern, others fun decks
Votes
Ignored suggestions
Shared with
Views