Sideboard


This deck focuses on cheating out big fatties with drawbacks.

We try to keep the cost to 4 at most, because we aren't cheating these guys with mana. We are using super cheap/free haste enablers in order to get quick, cheap sucker punches out of ridiculously undercosted guys. The only way we get our bargain is by not planning on waiting for our next turn to attack, because otherwise those drawbacks are muy terrible.

A few candidates jump to mind almost immediately, namely Cosmic Larva and Phyrexian Soulgorger. The best part about them is that I can always just pay their upkeep costs if i need to get one last punch in there. And since they're both so big and get on the table so early, they might actually benefit me by sticking around. I can always sacrifice my Lightning Mauler the next turn if I've paired it with the soulgorger, and who needs lands if I have you dead that turn? I could just kill them by turn 5 if they don't have any way to answer an early Cosmic larva.

Other potential bodies for this plan include Desecration Elemental, Eater of Days, Desecration Demon, and Master of the Feast. None of them are quite as potent as the first two, as the two demons seem lacking in punch power and the first two are very fragile due to their extremely steep drawbacks. Desecration demon is just a fine card by itself, though, as its drawback is by far the most minor of all of the potential threats in this strategy. Master of the feast can just dead them by himself in 4 turns, but he draws them way too many cards in the process for me to care about that right now.

Now, you're probably wondering by now how the hell I can get these guys out and not be royally screwed by it.

Enter the suite of haste enablers:

Mass Hysteria is by far the best, although it has the slightly annoying drawback of giving their dudes haste too. But, that isn't so bad, as I can guarantee that nothing they play will hit as hard as my creatures. It gives us easily our fastest kill, as it only costs one mana.

Lightning Mauler: We already talked about him a bit, but coming down on turn 2 is perfect, as our best threats come down the following turn. They can get bashed for 10 and we wouldn't even blink. In modern, that can pretty easily be a death sentence, especially because our backup plan happens to be an ass ton of burn spells. Red gives us access to two very good ones in Lava Spike and Lightning Bolt, and if we really want to dig deep we can find Bump in the Night or Exquisite Firecraft/Flames of the Blood Hand.

Lightning Greaves: Pretty much devestating if we put this on something like a desecration demon or phyrexian soulgorger. It prevents them interacting with our dude for basically as long as we want if they tap out, and it is just a solid card.

Hall of the Bandit Lord: This one is great, because it is a land and we can just slam it turn three and slam a larva/soulgorger and they won't have any idea what hit them.

Hammer of Purphoros: More of a fringe card in the strategy as a sideboard role player. It enables our big threats, and in grindy matchups it can help us to never run out of gas, which is pretty sweet against alot of the control decks in modern. Artifact interaction is much more common in modern I realize, but nonetheless I've done a lot of work with this card in standard.

Postmortem Lunge Is also pretty nice tech for getting that one last hit out of threats that we have let expire, or in case our opponent somehow kills one before it hits. Abrupt decay is basically the public enemy number one, along with path to exile. Still, we usually just bank on them not having it, or game 2 use our sideboard discard plan to guide our fatties to the enemy's gates unscathed.

Whip of Erebos? I honestly will have to test this out, as it can really help swing the slower games back in my favor. They will probably breathe a sigh of relief when they answer a fatty early, and then they will grimace when I just revive it with haste and lifelink off of this beauty. Again, this wouldn't be a mainstay of the deck and likely won't even make the 75 because of how prevalent jund and kologhan's command are. But still, I can dream right? This deck is basically magical fairy tale christmasland as it is. Except, there are just so many enablers that I think I can make the opening hand of: Threat, enabler, 3 lands pretty easy to get. that is really all we need to get the party started, and any subsequent threats or graveyard recursion we draw into are just gravy.

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