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Maybeboard


**Modern Home-brew in continuous improvement.**

Theory and Early testing says that this deck is very good against aggro decks and very bad against combo/control.

According to MTGtop8 56% of the meta is aggro which is good for us. As well Death's Shadow is currently (May 2017) the top deck at 12% which this deck predates on as we are capable of keeping our opponent very healthy.

The main #WinCon is Tainted Remedy using Mastermind's Aqcuisition as our copies 4-6

  1. Tainted Remedy combos very well with most of our deck and kill our opponent by burning him.
    • Wall of Shards and Tree of Perdition serve a double purpose, both, being able to stop our opponents aggression, and combo kill with tainted remedy ability. While not the fastest they are very reliable and have lots of inevitability. On a special note Tree of Perdition is a combo that lots of people don't know due to [ruling](http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=414405). The trees activated ability actually causes life gain or loss, always loss with remedy.
    • Heroes' Reunion becomes very efficient burn once Remedy is active while letting us get to late game if needed beforehand. (Edit[02/11/2018] After several games this seems to be one of the weakest cards)
    • Blessed Alliance also becomes burn while acts as creature removal and heal before remedy hits the field.
  2. The secondary plans fall on Assault Formation our creatures have very high toughness with 5 being the lowest. So if everything else fails we could revert back to be an aggro deck.
    • Nyx-Fleece Ram Our lowest toughness creature, has more than 1 use. First it stabilizes us with its life gain ability, Second is a great blocker, and Third if Assault formation hits the field, it becomes our main aggressor as it doesn't require us to pay to take away defender.
    • Tree of Perdition and Wall of Shards require us to pay but are very good at attacking once set. Its important to mention that Tree's ability negates the previous life gain from Shards which makes aggro a viable out.

On the #Land department we have lots of the usual Fetches & Shocks, but I'm using a very interesting tech in a fetch-able Abzan colored () Painland

Perfect scenario is having Godless Shrine, which allows for my hand disruption or my removal After that I tend to fetch for whatever the hand requires. If I really don't need anything I just revert to fetching Murmuring Bosk.

(Added on 02/11/2018)

  • Faith's Shield Is capable of protecting permanents in general including our main win-con which is an enchantment, also gives the possibility of an unblockable creature when on the offense
  • Liliana's Defeat Liliana is a very scary card against this deck, and might deserve a whole sideboard spot.
  • Bitterblossom Against Control once it hits the board might be enough to win.
  • Mana Tithe Cause nobody ever expects a counter in White
  • Duress In order to improve my match against Combo.

Disclaimer my LGS is not a very competitive store, and the meta tends to be power down or under average pilots

  • Match 1 vs Infect (Win on 3)
    Blessed Alliance and Fatal Push Deals with most of his threats, game 3 he doenst get hexproof during mainphase and loses against a Condemn
  • Match 2 vs RW Aggro (Lose on 3)
    Fatal Push proves inneficient against 3 drops due to my low number of fetches, unable to get my 4th land during game 2 and 3 which doesnt allow me to cast Yahenni's Expertise to stabilize
  • Match 3 vs UW home-brew Control (Win on 2)
    Game 1 my opponent has no idea what I'm playing, I get Tainted Remedy and Wall of Shards to resolve and eventuall take the game.
    Game 2 my opponent quells my tainted remedy, but I resolve a Assault Formation, game drags with 2 Wall of Shards taking him up to 223 life, a Brisela hits the board essentially putting me out of the game, my opponent forgets about assault and attacks into walls, dobule block to take him down and resolve a kill spell on the queller, freeing my tainted remedy, resolve a Tree of Perdition and bring him down to 13 during my upkeep to kill him with the shards trigger.
  • Match 1 vs Titan Hive (Lose on 3)
    Is this matchup bad, Game one got hiveminded and I had absolutely nothing to do, I was simply not fast enough. I sideboard everything to be as fast as possible.
    Game two he keeps a slow hand and I beat him down with Assualt Formation and Wall of Shards
    Game three I get hiveminded again, I sincerely felt completely useless in this matchup.
  • Match 2 vs GR Tron (Win on 2)
    Game 1, Catch him off guard and beat him down with some flying 1/8s thanks to assault formation.
    Game 2, For this game I sideboarded 2 Spyglass and Stony Silence, I drew everyting so I turned off his Ugin, his eggs and his karn for good measure, after a few turns of topdecking I got my remedy and used two Heroes' Reunion to deal 14 damage
  • Match 3 vs RW Aggro (Win on 2)
    The same guy from last time, the change from push to path felt great, dealing with early threats and stabilizing me till I had a board state.
  • Match 1 vs Assault Formation (Draw because Time)
    The Matchup started late, because my opponent was dealing with some issues, and the store is non-competitive so it was a non-issue, sadly we cant just get extra time to finish the match
    Game one we both played Assault Formation which stalled everything, I eventually hit my Tainted Remedy and finished off with a Heroes' Reunion.
    Game two he gets the assault formation and starts beating me, I had nothing to do there. Yahenni's Expertise has a lot of weaknesses.
    Game three we barely played anything, I controlled the board and am possitive would have won if allowed to finish.
    Game 1 and 2 I felt like I flood quite a bit.
  • Match 2 vs Infect
    Same guy from week one (Win on 3)
    Game 1 he slows down on the pump spells and as let him get through some point of infect, he eventually gets it
    Game 2 sideboard out Heroes' Reunion, get my Yahenni's Expertise, combo with Tainted Remedy and Tree of Perdition
    Game 3 is a lot of exchanges, eventually we play top deck wars and I get the advantage. Lots of pump spells are useless when you have no creatures.
    game 2 and 3 felt a lot like a flood too
  • Match 3 vs Coco Counters(Lose on 2)
    Never having played against the deck I was not ready to play against.
    Game 1, Keep a hand of 2x Inquisition of Kozilek and some attacker removal. He combos with collective company and goes infinite, finds a rhonas and pumps for game.
    Game 2 Sideboarded the Lost Legacy to try to take out the rhonas which was the biggest issue, but lost my 3 land drop and he palyed rhonas on 3 so was out of the question
Had to take a break but kept theorizing on the deck made some changes to the list Important to note is the inlcussion of 2 Settle the Wreckage mainboard, with the meta going taller (Hollow One for example) I believe settle will accomplish better, also the spoiler of assasin's trophy means that probably path will be obsolete and replace by 2 assassins trophy in the main.
As well changed the Lost Legacy for Memoricide while slower, it can stop KCI which lost legacy couldn't, as well testing with Sylvan Caryatid hopefully I can get there faster as a lot of my drops are 4 drops anyway.

Make sure to check the custom categories to have a quick run-down each card.

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Date added 7 years
Last updated 5 years
Legality

This deck is Modern legal.

Rarity (main - side)

2 - 2 Mythic Rares

30 - 7 Rares

20 - 3 Uncommons

0 - 3 Commons

Cards 60
Avg. CMC 2.22
Folders Modern Decks to Try, My Decks
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