"Modern is a wide-open format." - Gandhi 2014
Welcome to my Modern Caw Blade build! I woke up one morning inspired to attach swords to birds, draw cards, and counter things. After much toil, I birthed into the world this decklist!
Creatures -
Squadron Hawk: An excellent utility card and the namesake of the deck. Great for chump fodder, shuffling, attacking Liliana of the Veil, and getting in sword damage. I could play U/W Control without the hawk's, but it just wouldn't be the same.
Snapcaster Mage: More Snappy = more counterspells... Or Path's, or cantrips, or whatever I want really.
Restoration Angel: Resto allows me to bounce Snapcasters, Vendilion Clique, and Sun Titan in order to re-use their ETB's. Bouncing Hawk's have a little value for shuffling and/or finding more Hawk's, but we can still use this guy on blockers, and that's what's important.
Vendilion Clique: Without playing Black this is a good way to disrupt an opponents hand and/or get more information from it. Gets kicked by Resto and Sun Titan well.
Sun Titan: So other than the cantrip change, this is the one I noticed most in testing. Sun Titan gives us so much value. He brings back 9 of our 11 other creatures, swords, Jace, and Tec Edges, and from the sideboard Engineered Explosives, Kataki, and Relics; not to mention he can be kicked by Resto as well.
Planeswalkers -
Gideon Jura: I was just playing 2 Jace, then I toyed with Elspeth, Knight-Errant who seemed underwhelming with no serious targets for her second +1, and now I'm here. After testing him a bit, my thoughts are essentially that his +2 is amazing, his -2 is amazing, and his 0 is a win condition. Basically, this guy is gas.
Jace Beleren
: Card draw. Did I mention I was playing Blue?
Spells -
Path to Exile: Self-explanatory. 3 didn't seem like enough.
Hallowed Burial
: I was playing Terminus, but with my change in cantrips, I can't scry into it anymore, and the small chance of just ripping it off the top is worth alot less than being 1CMC cheaper.
Gitaxian Probe: This was Serum Visions in a previous version, but I've found that the information gained often made holding up counterspells alot easier.
Counterspells: Gonna go through this quick because 11 is alot. 3/4 Mana Leak / Remand split; the card draw is very nice, and the tempo they lose is incredible. 3 of Cryptic Command because holding up four 4 drops is sketchy, and while the other modes are great it often ends up being just a better Remand. Finally a 1 of Spell Pierce because I often catch people off guard with this turns 1-3.
Artifacts -
Batterskull: WHY DOES THIS BATTERING RAM HAVE LIFELINK AND VIGILANCE OH GOD THE FLAVOR. Better than Wurmcoil Engine with Hallowed Burial in the deck.
Sword of Fire and Ice
: Shocking Melira, Sylvok Outcast, Vendilion Clique, Huntmaster of the Fells
, and Tidehollow Sculler all feel really good. You know what feels better? Drawing a card right after.
Utility Lands -
Celestial Colonnade: A great finisher. Because sometimes you just can't get there.
Tectonic Edge: While Ghost Quarter doesn't require them to have 4 or more lands in play, I'd rather them not replace the one I blow up. Also, targeting one of your opponent's Mountains as Scapeshift resolves for 7 with Valakut, the Molten Pinnacle in play causes you to only take 3 damage, because only the land you target will trigger Valakut, with the rest of the triggers failing to find 5 other Mountains.
The sideboard is still a work in progress, and any tips for it or the deck in general would be greatly appreciated! Thanks!