Sideboard


Maybeboard

Instant (2)


This is my own modified version of Ivan Floch's 2015 standard championship Azorius deck. The goal is obviously to win with Approach of the Second Sun. My basic philosophy in this deck, which I would like to maintain is: do nothing and let the opponent do nothing. Bitchy, albeit fun.

Things it does:

As the name of the deck implies, I want to do as little as possible on my turn. Drawing cards is great, playing lands is great, but that's really all I want. My focus is to counter or remove anything my opponent throws at me, as efficiently as possible.

Removal

The main feature is obviously Supreme Verdict and Path to Exile. Hopefully any creature that tries causing me trouble can be destroyed or exiled with these. Austere Command is a good mass removal for most pesky creatures/artifacts/enchantments. Azorius Charm is somewhat of a swiss army knife in this deck, because worst case scenario I draw a card, best case I remove a creature and make an opponent draw it again. I kinda dig it, maybe there's something better out there though.

Counters

I know Dissolve is a bit expensive for a counter but it lets me counter any spell and I can scry 1, which I feel is a huge advantage with as many cards as I'll be drawing. Syncopate is great because it not only counters, also exiles anything it does. It's not always great because it's a bit risky if I don't have enough mana, but it can be as cheap as 2, which is why I kept it in. Archmage's Charm, like all other Charms is super flexible, which I would use as a counter in most cases as well.

Card Draw

Drawing cards is essential in this deck, as soon as possible, because I want that sweet sweet Second Sun to approach (Approach of the Second Sun) quickly.

Jace, Architect of Thought is a great way to keep token decks on the down low as I go drawing cards and playing lands. His best ability is his -2 though, which lets me choose a number of cards from the top 3 of my deck. I don't think I've ever regretted using that ability.

Archmage's Charm is primarily there to be a counter, but will also draw us cards, if need be. The last ability can basically be ignored.

Sideboard:

Detention Sphere is there in case I'm up against a planeswalker, which is the only type my deck doesn't have great answers to, atm. Dispel, in case the opponent plays burn/control and I can't get through with my normal counters. Teferi, Time Raveler is a good answer to decks such as infect Spell Snare is also for decks which are very aggressive in the early game and need to be taken care of.

Suggestions

Updates Add

Added Opt in place of Serum Visions because I'd rather cast instants on the opponent's turn. Visions might go into the side- or maybeboard but instant speed is a lot better for this deck, in my opinion.

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Casual

100% Competitive

Top Ranked
  • Achieved #19 position overall 3 years ago
  • Achieved #3 position in Modern 3 years ago
  • Achieved #1 position in Modern Competitive 3 years ago
  • Achieved #1 position in Modern Control 3 years ago
Date added 3 years
Last updated 1 year
Legality

This deck is Modern legal.

Rarity (main - side)

3 - 2 Mythic Rares

26 - 6 Rares

11 - 3 Uncommons

12 - 4 Commons

Cards 60
Avg. CMC 2.54
Tokens Elephant 3/3 G
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