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Jeskai Copycat (with some value sprinkled in)

Modern Combo Competitive Control Infinite Combo RUW (Jeskai, America) Twin

olag


Sideboard


While the Cat Combo has mostly been making waves in Standard, the combo is worthy enough to get good results in Modern. As someone who thinks a maindeck gameplan should be extremely streamlined, an "All-In" version of Saheeli immediately attracted me, working similar to old Splinter Twin lists that play the control game just long enough to combo out.

I've been testing a lot on MTGO and the deck has been performing amazing.

Check out my YouTube channel here to see gameplay videos of the decklist in a Modern Competitive League: Jeskai Saheeli Playist 1.0.

Check out the new playlist, using the new decklist: Jeskai Saheeli Playlist 2.0.


Creatures:
- Felidar Guardian: Key component to the combo and nets value throughout the game. I wouldn't play less than 4, but some lists that aren't as dedicated to the combo have played only 3.
- Snapcaster Mage: A staple to most blue decks. A lot of lists play 4, but 3 is also correct if your list has less instants/sorceries and more creatures.
- Wall of Omens : 2 mana cycle that helps you stabilize on board, while having synergy with both combo pieces to keep drawing more cards.
- Vendilion Clique: One of the best disruptive blue creatures in Modern right now. I would play 1 in at least every list, because it can present a clock, disrupts our opponent in order to combo off, and synergizes with both of our combo pieces for continued disruption.
- Pia and Kiran Nalaar : A great value creature that stabilizes the board, acts as removal, and synergizes with both combo pieces. I would play at least 1 in any meta, and sometimes even 2.
- Teferi, Mage of Zhalfir: I would play 0-1 copies in most lists, either in the mainboard or sideboard depending on your expected meta. It forces your opponent to always play at sorcery speed, allowing you to win counter wars and freely combo off on your turn.
- Sun Titan: A great value card that can also combo with Saheeli Rai and can get tons of value with Felidar Guardian. I would play 0-1 in most lists, and usually that singular copy is often in the mainboard but occasionally in the sideboard for the grindier matchups.

Instants/Sorceries:
- Lightning Bolt: Hard to go below 4 for arguably the most efficient card in Modern, but some lists have trimmed to 3 in the toughness high meta (Death's Shadow, Eldrazi Tron).
- Path to Exile: Again, one of the most efficient removal spells in Modern that gets around death triggers and graveyard recursion. I would play 4, but some lists do play 3.
- Remand : One of the best ways to gain a tempo advantage and digs through the dig to combo off. Always play 3-4 in a more combo/tempo oriented list. You can play less in a more control-oriented list if it's supported by other counterspells.
- Serum Visions: Best way to dig through the deck to find the cards you need. Play no less than 4 in any build.
- Lightning Helix: More of a meta-call, but if you expect a lot of aggro/burn, play 0-2 in the maindeck or the sideboard.
- Supreme Verdict : Some lists play it as a 1-of in creature heavy metas. Play 0-1 maindeck and/or 1-2 in the sideboard.
- Spell Snare: Can be played occasionally as a 1-of, or 2-of in a more control oriented list. Play 0-2 copies maindeck.
- Dispel: One of the best ways to protect the combo in a more all-in type list. Play 0-1 maindeck, with 1-2 in the sideboard.
- Cryptic Command: Works better in a control-oriented list, but has seen play as a 1-of or 2-of here and there. Play 0-2 maindeck and make sure the manabase can handle a 4 mana with 3 blue in its mana cost.

Suggestions

Updates Add

I ran the decklist with the changes shown in the previous update. I did not record this time.


Game 1 I was able to T2 Spreading Seas into T3 Saheeli Rai into T4 combo. They have very little interaction game 1, but it is definitely hand-dependent. I was also on the play, which helps. Game 2 they didn't assemble Tron due to Spreading Seas, but they had a Pithing Needle naming Saheeli Rai from pretty early on, forcing me to grind instead of combo and a Chalice of the Void on 1 kept me from removing their big threats with Path to Exile and I ended up losing the topdeck game/grind. Game 3 my hand was slow, but so was opponent's. I kept a hand with the combo assembled, but only 3 lands. T3 I slam Saheeli Rai and scry a land to the top, they go T3 Thought-Knot Seer revealing 3 Felidar Guardian. They proceed to curse me out and concede.


Game 1 my opponent had a T1 Arcbound Ravager on the play. Only removal in hand I had was a Lightning Bolt and I didn't have enough time to assemble the combo as my opponent beat me down. Game 2 I had to mull to 5 due to flood in 7-card hand and 0 land in 6-card hand. I kept a hand with 1 land and Stony Silence and never saw the 2nd land until T4.


Game 1 I don't remember much aside from getting my hand picked apart and getting beat down by Tarmogoyf, although I kept a rather slow hand that didn't have much interaction besides a Remand and a Spreading Seas. Game 2 was very grindy, but I was able to draw Relic of Progenitus the turn after my opponent Inquisition of Kozilek'd me, and then proceeded to grind the game out. Jace, Architect of Thought held back 8 Lingering Souls tokens for about 6 turns until I decided to ultimate, getting a Supreme Verdict from my deck and a Liliana of the Veil from my opponent's deck, and then they conceded. Game 3 my opener was incredibly redundant (combination of Wall of Omens, Serum Visions, and lands). My opponent led with 3 hand disruption spells the first few turns, but I was able to land a Saheeli Rai into a Jace, Architect of Thought while keeping up Path to Exile, and then exiled my opponent's GY with Relic of Progenitus. Opponent conceded early, but they had 1-2 cards in hand at the time and no board.


Game 1 I was able to remove all of their threats (including a Liliana, the Last Hope) and combo'd out. Game 2 I was able to remove all of their threats and beat them down with a Celestial Colonnade the last few turns. Relic of Progenitus, once again, was a lifesaver.


Game 1 was a very grindy affair, including an odd mainboard card from my opponent in the form of Fiery Justice along with Nahiri, the Harbinger (a little less odd). I disrupted my opponent's Kiki-Jiki, Mirror Breaker combo late in the game after fighting over a Nahiri, the Harbinger constantly hovering around 6-8 counters and then combo'd off when my opponent had no interaction. Game 2 my opponent had a pretty good start, including a Sin Collector to take away some of my interaction along with a Fiery Justice to answer my Saheeli Rai. I ended up drawing poorly and my opponent ran over me with Restoration Angel and Eternal Witness. Game 3 was also a grindy affair once more, but from what I recall, I was able to combo off pretty quick around T7 with EOT Teferi, Mage of Zhalfir protection.


Thoughts: Deck performed better than I expected and there will always be some variance in historically good matchups (Affinity). If the deck performs that well for me in some future tournaments, I'd be more than happy. I expected a slight uptick in control due to the Unified Modern results, but still no control matchup. Wondering if the Cavern of Souls and Teferi, Mage of Zhalfir is worth it, but I really enjoy that angle of attack on control decks which we tend to struggle against G1.

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Top Ranked
  • Achieved #60 position overall 6 years ago
Date added 7 years
Last updated 2 years
Legality

This deck is Modern legal.

Rarity (main - side)

23 - 3 Mythic Rares

15 - 5 Rares

14 - 5 Uncommons

3 - 2 Commons

Cards 60
Avg. CMC 2.28
Tokens Angel 4/4 W, Copy Clone, Soldier 1/1 W, Thopter 1/1 C
Folders modern, Other Decks
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