Sideboard


Right about now.

Soul Sisters is a cute deck, but I want to go big or go home! Play it right - or even just get plain lucky - and you'll never need to attack with a single creature to ensure victory. Test, play, enjoy, and remember your triggers!

If you’re familiar with Modern at all, odds are you are intimately familiar with Soul Sisters, too. It’s a common and effective budget deck capable of stalling games to the point of inevitable victory, and it’s not to be underestimated. This is a version with a bit of a trade-off in consistency by branching into multiple colors, but the massive payoff of going absolutely nuts.

Soul Warden, Soul's Attendant, and Suture Priest are our Sisters. Gain us life, get us out of range of almost every fair deck in the format. We also have Blood Artist, which makes our creature base into a kind of win condition without needing to attack. Lingering Souls is a staple in the format, and a very powerful card in general, outside of the lifegain from our Sisters. These are also things one might expect to find in a tokens or Aristocrat deck, but that’s where the similarities end.

Firstly, we have some spice. Norin the Wary is our Soul Brother. He comes in, and he sticks around. Forever. He essentially can’t block, he can’t be subject to the effects of spells... He just keeps coming back, giving us more and more triggers every turn. This card gives us so much life with our Sisters, it’s insanity. And our last creature brings us in so much value, she’s just as great as Norin - Alesha, Who Smiles at Death. Depending on the circumstances, we can just reanimate creatures every turn, or at least once (which is sometimes all we need). First strike is also relevant.

So we have three colors, making our mana base a little warped, but we actually have a very, very nice land that both helps us fix colors and advances our Soul Sisters strategy: Forbidden Orchad. Any color. And a creature drops, gaining us life. And with Suture Priest, life loss for our opponent. We also have Genesis Chamber, giving us more value for our nontoken creatures, making more and more, flooding the board, and gaining an actual million life. We run into an issue, though - Chamber is symmetrical, giving our opponents Myr as well, and Orchard can actively ruin us, despite the value we get out of it.

Enter Illness in the Ranks. This makes our Orchard just a free rainbow land, and it shuts down our opponent’s token makers, if they have them, it shuts down all Kiki-Jiki, Mirror Breaker targets but Restoration Angel, but it has some unique drawbacks. Well, just one: it also kills our tokens. Actually, I lied. It has no drawbacks. We have Blood Artist in our deck. This means we get perhaps more value out of Illness than any deck ever created before. If we have Genesis Chamber and/or Forbidden Orchard, we can just crank out a token, gain life, then it dies, then we drain the life out of our opponent. Lingering Souls turns into a powerful damage spell. Alesha, Who Smiles at Death ends up making recurring threats that damage the opponent before combat even progresses to blockers.

We also have a single Barrage of Expendables. I promise it’s great when it sticks, but we don’t want more than one, ever. And it’s not super necessary, either. But when we get an engine set up, without Illness, or with Alesha, we can start sniping either our opponent or their board, taking out small threats or wreaking havoc, making bad blocks for them, etc. So much value. When we have Illness, though, it gets a little worse, because we don’t have the limitless source of power form our tokens, but we can just as easily dump some Sisters for value.

Since we’re essentially a Mardu aggro/combo deck, we have to protect ourselves. Lighting Bolt is, of course, a staple in any deck with red that can afford to run it. Path to Exile gets opposing threats off the board. One copy of Crackling Doom protects us from some niche threats, like Emrakul, the Aeons Torn, or it can just be a great value card - especially in a deck designed to get the most value out of every single card in the deck. We also have a panic button that has some extra value in the late-game: Proclamation of Rebirth. After a bout of removal, or a sweeper, just cast it and get back our board. Easy. If we have the resources, we can also Forecast on the regular to get even more value out of it. This card is not to be underestimated.

As for our lands, we have three spicy ones. Forbidden Orchard was discussed above, in every gory detail. Kher Keep can make us a blocker in dire straits, or can be fodder for either Barrage of Expendables or Illness in the Ranks, hopefully giving us some Blodd Artist triggers in the process. Mistveil Plains is a hedge against the grind; we gain so much life that we can easily sustain for hours if we are allowed to. Granted, we would rather outright win the game, but not always is that an option. In the event that it goes that long, we can just keep sticking cards in our deck and keep us from milling out and losing by accident. Lastly, we have Westvale Abbey  . Again, just more value. Makes tokens if we can spare the mana, and if we have it, we can just as easily flip to Ormendahl, Profane Prince, and close out the game with a lifelinking, indestructible baddy in the air.

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Revision 5 See all

(5 years ago)

-1 Alesha, Who Smiles at Death main
+3 Crackling Doom main
-1 Dismember side
-1 Duress side
-1 Fatal Push side
-1 Impact Tremors maybe
-1 Kataki, War's Wage side
+2 Rakdos Charm side
-1 Ranger of Eos maybe
+1 Spellskite side
+2 Stony Silence side
-3 Thoughtseize side
Top Ranked
  • Achieved #25 position overall 5 years ago
Date added 9 years
Last updated 5 years
Legality

This deck is Modern legal.

Rarity (main - side)

1 - 0 Mythic Rares

26 - 9 Rares

18 - 4 Uncommons

10 - 2 Commons

Cards 60
Avg. CMC 1.65
Tokens Human Cleric 1/1 BW, Kobolds of Kher Keep 0/1 R, Myr 1/1 C, Spirit 1/1 C, Spirit 1/1 W
Folders Modern, Modern Ideas, 5. Inspirations, zzInspiration (not own), Ideas, Fun decks id like to make, Favorites, Interesting Modern Decks, Bookmarks, Unique Modern
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