Sideboard


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Wincon Changed to Kiki-Jiki, Mirror Breaker/Restoration Angel combo

So here's my first Modern deck. Jeskai control like my Standard deck (Jeskai Tower Control). Budget deck of course, problem is just that Modern is D*mn expensive format (at least compared to Standard) but i do what i can. I won't go over 200$ that is where i start(Well that budget is long gone now), so no Snapcaster Mages, Cryptic Commands or anything super expensive. First version of the deck looks quite nice to me, me who has never played Modern, so all help and suggestions are more than welcome and needed. Deck is everything else than ready, specially landbase will pretty surely change a lot. I don't own the deck yet, but I started to build it. Will take some time to gather all the cards still.

So here are some information about deck and my choices:

Removal

One of the most important part of Control deck, luckily fairly cheap also. We have to play pretty lot of removal to keep all the Death's Shadows, Collected Companys and random aggro decks off the board.

Blessed Alliance:

Very good utility card to remove lonely Death's Shadows and other hexproof/indestructible from board. Can also gain few life if needed or if we just have extra mana for it. Very versatile card after all.

Electrolyze:

Again just so good utility card can remove few smaller creatures like tokens and Noble Hierarchs which are very lot played. And it draws card which is nice.

Lightning Bolt:

Deck plays so isn't it obvious...

Path to Exile

One mana exile creature in control, can we not to play it. Takes out early Death's Shadowss very nicely

Detention Sphere

Very good card with such high versatility, and is our only way to take out planeswalkers outside just burning them with Lightning Bolt and Electrolyze. Can also take out artifacts, enchantments, creatures, so very very versatile control piece.

Supreme Verdict:

Only mass removal in 75 but i don't think we need more than 4 copies of mass removal in deck. Might also run Anger of the Gods but i don't think its necessary and casting that double red would be bit hard with budget manabase which i use. Otherwise its just best option we have in use and it isn't too expensive.

Counter Magic

Very classic for control decks and also very important with removal. What is better than killing Death's Shadow? To never see one <: . So lets talk about it:

Mana Leak:

Maybe one of the best counterspells that we can use with low budget and its no brainer to every control deck pretty much. Falls bit off when game goes long, but can still be effective specially in early game 2 mana counter is very good.

Remand:

Very popular counterspell to buy more time and to dig for permanent answer for opposing threat. Just overall good tool to slow down opponent but isn't that good against fast aggro decks which sucks. Still just auto include to control deck.

Logic Knot:

Nice budget option for deck, doesn't just work that well in many copies but will play few of them still. Could be replaced with maybe Pact of Negation or Cryptic Command if i just had money for those.

Render Silent: (Currently not in the deck but i keep this here for now)

Rarely seen counterspell but i think its pretty good option for budget decks. Doesn't shine in early game but is so good in mid/late game against mid-range decks which want to cast multiple spells in one turn. And in control mirrors in mid/late game if you counter their not so important spell, you force them to counter Render Silent if they want to do something else. Will be replaced likely if i find something better for its place.

Win conditions

I changed wincon as Myth Realized just doesn't feel solid enough with 1 Dragonlord Ojutai.

Well we have to win the game somehow and in modern we have tons of ways for doing that. In low budget it still isn't always that easy. But lets see what i got:

Deck's wincon is now Kiki-Jiki, Mirror Breaker/Restoration Angel combo making million Angels, it's much more better than earlier Myth Realized and Dragonlord Ojutai. Nothing too complicated.

Geist of Saint Traft to easier win without combo win, and forces opponent to be able to deal with it.

Manabase

I upgraded landbase to good as i can afford.

Flooded Strand finds Steam Vents and Hallowed Fountain of course. Only one Steam Vents as Inspiring Vantage is good early red source and we don't play much red cards anyway.

Seachrome Coast And Inspiring Vantage will make sure that we have right color of mana for Path to Exile, Mana Leak and Lightning Bolt in early game which is very important.

I'm still bit worried about Kiki-Jiki, Mirror Breaker having , could be problematic to cast.

Other Utility Cards

All other cards that doesn't fit earlier categories, but are still very important for the deck.

Sphinx's Revelation:

Just perfect card, gives us good refill in late game, gains bunch of life. In every matchup its very important late game piece. 2 Copies seems right amount for me, but might get 3. copy in main deck or in sideboard.

Serum Visions:

Perfect card for the deck. Isn't straightly card advantage but is pretty close to it and for just .

Helps to better our draws and replaces itself, i play whole 4 copies

Matchups

So i want to talk a bit about different matchups and sideboard strategies against mostly played decks. I try to remember update these along when the deck changes but it might take bit time sometimes. we still have to remember always that we are playing budget deck and we don't always have best cards for every situation, but that just brings some extra challenge and fun for it. And please remember that i have never played modern so these are based only to my knowledge and thoughts. So lets go to the decks we will face in Modern.

Death's Shadow

The deck that i personally deeply hate. I will just quickly talk about Grixis and Abzan versions, i don't talk about million other versions it would take too much time for now, but at the end all the versions are trying to do the same thing, beat you'r face with huge Death's Shadow. They just have different styles to get to it.

Grixis is usually bit control like deck with Stubborn Denials, Snapcaster Mages and with good bunch of removal like Terminate or Kolaghan's Command. For us, amount of hand disruption hurts us badly. Thoughtseize and Inquisition of Kozilek are very lot played in these decks which might be problematic to handle, specially at the draw, because we don't have any one mana counters for them. Otherwise matchup doesn't seem like too bad for us. If we survive early turns we are in decent good shape at least, which should be pretty likely with early removal like Lightning Bolt and Path to Exile. And if they somehow doesn't mess up our hand we should have early counters too in form of Mana Leak and Remand.

Sideboard plan shortly:

We want to bring in all 3 copies of Spell Pierce to defend against early turns hand disruption.

We can take out some amounts of Supreme Verdicts and Electrolyzes depending in situation.

....

Lets head to Abzan Shadow deck. It is very different than its Grixis cousin. Abzan version plays Tarmogoyfs and Liliana of the Veils usually, We are pretty weak against resolved walker and our biggest hope is that we have early counter for their Lili, if we don't have it and they resolve it our only hope is 3 copies of Detention Sphere or our burn which we play in form of Electrolyze and Lightning Bolt. Tarmogoyf isn't that big problem for us, in early game it might even die to Lightning Bolt and at least Path to Exile kills it no matter what.

Sideboard plan shortly:

Move in 2-3 Spell Pierces for same hand disruption as in Grixis version and for Liliana of the Veils.

If they play lot of Lingering Souls maybe want to add one copy of Supreme Verdict.

Taking out maybe Blessed Alliances as it is weak against Lingering Souls.

Pros:

-If they don't have super fast start we aren't in too bad situation

-They will expect cards like cryptic commands and Snapcaster Mages, but we don't play them so we have advantage from that, they don't know what we are playing. This is of course same in every matchup but specially against shadow Detention Sphere can be huge advantage if they deploy many shadows in same turn.

Cons:

-We are very weak to hand disruption as i have said earlier

-There are many versions made of shadow deck that might be for me hard to know what we are playing against, as i'm new to modern.

-Shadow can be very fast at it's best and we might have problems to stay in game, if we don't find Supreme Verdict to empty the board fast enough.

....

Burn

This is one of those matchups that are for me kinda hard to predict. I could imagine that Burn might be "easy" opponent for us. First game might be difficult because lack of early counters. But if we survive early turns we are in very good condition, so i think that this is one deck that we can seriously win even with budget deck.

But in Sideboarded games where we have Kor Firewalkers and Spell Pierces in we are in pretty good situation.

Sideboard plan is to bring in all Kor Firewalkers and Spell Pierces

Taking out 2x Supreme Verdict, 1x Sphinx's Revelation because it's so slow and some amounts of Path to Exile and Detention Sphere because we don't need so much removal.

Pros:

-Sideboard games we are very strong against Burn

-We don't have pretty much any dead card against Burn

-Burn decks are easy predict which specially helps me a lot

Cons:

-Again if they get fast start and we don't hit our early counters and removals, we are in big problem

-Kor Firewalker is amazing in this matchup but with budget manabase casting that can be problem sometimes.

....

Infect

Infect isn't that much played anymore because of Fatal Push is so good against them, but we don't have Fatal Push in our hands, but this is still fairly good matchup for us. We have Blessed Alliance in main deck which is very powerful card against infect. And when they are tappedout we can just burn their creatures with Lightning Bolt and Electrolyze, tough burn works pretty much only if we are starting, because otherwise they will have usually mana up for pumpspell.

Sideboard strategy is just to bring all Blessed Alliances in, taking out Supreme Verdicts as infect don't usually go that wide on board.

Pros:

-If they tap out we can easily remove their threat.

Cons:

-If we don't draw early removal we will have problems as infect can kill us on turn 2 at its best

-If we are on draw and they play infect creature turn 1 we are forced to remove it if we just can pretty likely if we don't have Path to Exile and then they have turn 2 time to do what they want.

-Cards like Vines of Vastwood and Blossoming Defense can be problematic to us

Work in progress...

So i just shortly tell about cards in sideboard and why they are there:

Kor Firewalker:

Just simply very good card against burn. Might be bit problematic to cast with that

Rest in Peace:

Solid card against Dredge decks and other graveyard strategies.

Spell Pierce:

Highly versatile card in Modern. Works nicely in control mirror, against burn and in many other matchups. Our best weapon to defend from hand attack.

Stony Silence:

In board against Affinity, Lantern control and other decks that uses artifacts.

Blessed Alliance:

Good budget option and very versatile card. Shines against Infect decks as it doesn't care about pumpspells and hexproof. Also does good job against very popular Death's Shadow decks as they don't usually have much creatures. Replaced Sudden Shock s

Supreme Verdict:

Just to fill the play set, might be useful against aggro and Collected Company decks

Ceremonious Rejection:

I added rejection in sideboard because decks like Tron and Affinity might be problematic and Ceremonious Rejection is great against them.

So i list here cards that i want to add in deck when i can afford them, not anything too expensive like fetches or Snapcaster Mages and so on.

Celestial Colonnade: Auto include to every control deck it's just so good, and expensive.

Geist of Saint Traft: As another Wincon, because after sideboards opponent usually has response to our wincon combo, would be nice to have second wincon at use in sideboard or maybe even in main deck.

Cryptic Command If i can get copy or 2 with good price i could really think about getting them.

My english isn't too good and there are tons of mistakes in description i'm sure of it, sorry about that.

Suggestions

Updates Add

So i mark here all the changes that i make in the deck, expect for manabase changes because it wasn't never ready anyway. Landbase updated

Out

-1 Electrolyze

-1 Logic Knot

-2 Render Silent

In

+4 Serum Visions

I'm thinking this slot between Serum Visions and Think Twice

With new wincon i had to make changes of course:

-3 Myth Realized

-1 Dragonlord Ojutai

+3 Restoration Angel

+1 Kiki-Jiki, Mirror Breaker

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Date added 6 years
Last updated 6 years
Splash colors R
Legality

This deck is Modern legal.

Rarity (main - side)

4 - 2 Mythic Rares

29 - 3 Rares

14 - 6 Uncommons

5 - 4 Commons

Cards 60
Avg. CMC 2.29
Tokens Angel 4/4 W, Copy Clone
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