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Selesnya hexproof, or "Bogles" is a powerful modern archetype that assembles a voltron by stacking efficient auras on a hexproof creature. With a turn 3 win possible, Bogles sits squarely in the aggro category of modern. This deck is very uninteractive and fast; unfortunately, it is vulnerable to narrow hate. Having hexproof creatures is important because otherwise, the creatures are suceptible to removal.

Card Choices
Gladecover Scout / Slippery Bogle : One mana hexproof creatures like these allow Bogle decks to get off to a fast start. On turn two, it's easy to start piling auras on.

Silhana Ledgewalker: Gladecover Scout and Slippery Bogle are the only one mana hexproof creatures in modern, so I have to look to cmc 2 creatures for more. Fortunately, the Ledgewalker comes with an upside of built-in evasion. Many bogle decks will eschew running any more hexproof creatures than Scouts and Bogles, but I run these for consistancy's sake.

Kor Spiritdancer is by far the most powerful creature in this deck. It can grow astonishling quickly (I've had it go from a 4/4 to an 18/18 in one turn) and keeps your hand full with the "draw a card" ability trigger. It's only drawback is its lack of the hexproof keyword; however, it is so powerful that it's worth running anyway. It is expecially effective against decks without removal, and subtle wording in its text allows you to draw cards even when you're enchanting another creature.

Path to Exile is the most powerful removal spell in modern. It will deal with a variety of threats, and I can owe many of my successes to the inclusion of this spell.

Etherial Armor is the most powerful enchantment in the deck.

Rancor is nice in its cheapness, back-to-hand ability, and the provision of evasion. It isn't very effective without first strike.

Hyena Umbra can help provide that first strike and adds some insurance against boadwipes, even trumping the "can't be regenerated" clauses of Wrath of God and Damnation

Daybreak Coronet is also immensely powerful and its drawback is mainly irrelevant. It's the best aura in this deck, except for possibly Etherial Armor.

Spirit Mantle basically provides unblockability, though the +1/+1 is also nice.

gift of orzhava is an odd choice and it's weaker than some other enchantments in the deck. Until I get more Daybreak Coronets, I run this as a lifelink source, evasion source, and power pump all in one enchantment.

Unflinching Courage provides both evasion and lifegain. What's not to like?

Angelic Destiny is very powerful. I only have one becuase of the high cmc, but a ninth high-power aura is useful, as is the fact it dodges Abrupt Decay.

Positive comments, suggestions, and +1s appreciated!

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This tournament went very well. Note that I did it with a slightly different list. A summary is below:

Match 1: Exarch/Twin combo: 2-0
Game one, I started with a hexproof one-drop and worked through moderate numbers of counterspells to make a decent sized creature. From there, I disrupted my opponent's combo with Path to Exile and swung for the win next turn. Game 2, neither of us drew into hate cards, and game 2 was very much like the first.

Match 2: Affinity: 2-1
The first game went badly. I started with a Geist of Saint Traft as my only creature, and he's far to slow for affinity. With some sided in hate in for game 2, I got a turn two Stony Silence. Even though my other draws for lackluster, that single two-mana enchantment locked my opponent out of the game. I eventually drew into an Etherial Armor and Rancor and won that way. Game three was similar, with another turn two Stony Silence. I was quickly dropped to 8 life by a Vault Skirge with Ensoul Artifact, but I recovered with a Path to Exile. Faced with a topdecked Etched Champion and Signal Pest, I had only an unenchanted Gladecover Scout and two Kor Spiritdancers on my board, one of which had a Rancor. The next turn saw that Kor Spiritdancer become an 18/18 trample/lifelink/first strike creature. My opponent conceded the next turn.

Match 3: Infect: 1-2
After mulligaining down to five with no creatures, I kept. This was a bad idea. Game two went better; my opponent was the one who had to mulligain down to five, and I outclassed his limited resources with a Gladecover Scout enchanted with Unflinching Courage and Angelic Destiny. In game three, I drew a lackluster hand that was boarderline keepable and was out-swarmed by Ichorclaw Myrs.

Match 4: Scapeshift: Draw
After looking at the stats, my opponent and I decided that intentionally drawing would both get us into the top 8. We agreed to do so.

--------------Finals------------
Match 1: R/W Burn: 2/1
Game 1, was able to go first and kept a hand with a Kor Spiritdancer as my only creature. I waited until turn three to play it, when I gave it a Hyena Umbra. With my opponent unable to get rid of the Spiritdancer, I put an Ethereial Armor and an Unflinching Courage on it. My opponent conceded. Game 2, I kept a similar hand, but I went second and my opponent got three Monaster Swiftspears. Unspurisingly, I lost that game. In game three, I drew an Unflinching Courage, Worship, and Blind Obedience they were enough to secure a win.

Match 2: Draw
It is customery at my shop that the top four players decide to skip their next games and split all of the prize packs. I agreed to do this, so all four of us essentially tied for first place.

----------Conclusions------------
I was not impressed with Geist of Saint Traft. I plan to swap him out for some Shiliana Ledgewalkers. Angelic Destiny, however, performed well, and I plan on keeping at least two in the deck as it evolves.

Thank you for reading!

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Date added 9 years
Last updated 8 years
Legality

This deck is Modern legal.

Rarity (main - side)

2 - 0 Mythic Rares

22 - 11 Rares

14 - 2 Uncommons

18 - 2 Commons

Cards 60
Avg. CMC 1.68
Folders Similar Decks, Jay Helps, good, Cool Decks, Weak Decks, Good Modern Decks, DREAMY, modern, modern, A4
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