The prettiest deck in modern.


2 Scapeshift: The big boy. The one card combo. The whole reason we play this deck. Sac'ing 7 lands and getting Valakut, the Molten Pinnacle and 6 other mountains allows us to deal 18 damage to our opponent. If we throw in another valakut it will double that damage.

4 Bring to Light: Our .44 Magnum loaded with plenty of silver bullets. From finding our win condition to popping out that much needed answer, ramping to play this as soon as turn 3 is always a delight.


4 Sakura-Tribe Elder: I love steve. Allows us to block and then sac so we take no damage and provides us with some solid ramp. Snake beats for 1 damage is real.

3 Ice-Fang Coatl: With the introduction of Modern Horizons we got our first step into Snake tribal...but really. Having a makeshift Baleful Strix with flash is a great way to keep us alive.

1 Snapcaster Mage: Flashbacks much needed control. I have found a sweet spot with 2, but 3 might be possible.


4 Cryptic Command: I prefer to have this guy at 3. But I think 4 will be the next move I do. We are the best Ccommand deck because we are able to get to 5 mana as soon as turn 3. Color fixing is our specialty and having these is a must.

3 Remand: Cantrips and allows us to timewalk our opponent until we can get the combo. Also remanding our own spell that is going to get countered (fizzle their spell) is a nice little trick. I miss playing 4 but the current meta calls for us to trim these.

2 Lightning Bolt: What needs to be said. One red to get rid of a small creature or burn for 3. Best card is best. Allows us to put our opponent below 18 if we need to.

2 Path to Exile: Teferi brought the need for white mana. So at that point, why not just run some more white spells? This helps get rid of pesky recursion creatures and with our current ramp suite finding the white is fairly easy.

1 Anger of the Gods: Red's boardwipe. Exiling persist and undying critters is always good. Helps out a lot against the aggro matchup. May have 2 mb

1 Supreme Verdict: When we want to blow the boar up we go to the best wipe in modern. It's casting cost might be difficult but we are normally playing this off a BTL. The deck is still capable of hard casting this bad puppy.


4 Search for Tomorrow: Great ramp, our ideal turn 1 play is this card. With this and a tribe elder for turn 1 and 2 we are able to get 5 mana by turn 3. Helps with cryptic mana and even lets us cast it for 3 if we are really in a pinch. Great card for Scapeshift.

1 Jace, the Mind Sculptor: Jace gives us an alternate win condition and much needed card filtering. He even is able to bounce problematic creature (and our own Snapys...in a pinch). Great card and as he will continue to shape Modern control decks I could see this being cut for the third Teferi.

2 Teferi, Time Raveler: Completely shuts down our opponents interaction with the stack, bounces some of our ETB critters, lets us play our sorceries at instant speed, 3CMC!?...whats not to love?

1 Growth Spiral: I wanted to round out the ramp spells to a total of 9. While in the past this was a Farseek I believe being the instant speed makes this a no brainer. Even if it doesn't give us the perfect fixing.


2 Valakut, the Molten Pinnacle: We need these out when going for the combo. This plus 6 mountains equals 18 damage. You can also double the valakuts sac'ing 8 lands and do a total of 36 damage.

4 Misty Rainforest: Being mainly a UG deck requires us to run 4 of these. With the newly added Jace we will be able to shuffle away unneeded cards.

4 Steam Vents: 4 of. We need to feed mountains to valakut.

4 Stomping Ground: Just like above, we need the mountains

1 Cinder Glade: With the printing of this card we shaved one basic Mountain in order to run another green source. It is able to be fetched painlessly as long as we have 2 basic lands. This is easy for us to do.

1 Breeding Pool: Could very well go up to 2. Great land to find off of our Mistys.

1 Flooded Grove: One of, could possibly be two. Allows us to get double blue/green when we need it.

1 Temple Garden: Gives us fixing for the BTLs while still being searchable with our fetches

1 Hallowed Fountain: See above. U/G are our most important colors. Per my reasoning I believe we do not need the RW shock.

3 Snow-Covered Island: This allows us to have near perfect Cryptic Command mana. We still want to have at least 3 of these just in case we are Blood Moon'd. 3 is a must. Never less.

2 Snow-Covered Forest: Just like above, we need to have access to our basics. I would suggest searching for a forest early on if you feel your opponent is on a Blood Moon deck. This will allow us to use our Tribe-Elders and SfTs to get any other needed color.

1 Snow-Covered Mountain: Just like above, we need the mountains and we like basics. Having the basic Mountain in the deck allows us to still go off with Shift in the face of a Ghost Quarter, Field of Ruin, etc.

1 Snow-Covered Plains: Just the one.


1 Ancient Grudge: Much needed affinity/Urza hate. That deck is too fast for us and we need to be ready for them.

1 Back to Nature: A controversial pick but one I won't leave home without. Takes care of Leyline of Sanctity and in the odd case we find a Blood Moon.

1 Shatterstorm: Resolving this means Affinity/Lantern/Urza (and its many forms) and any other artifact bases deck normally loses.

2 Force of Negation: Great at stopping our opponents from going off with their own combo/back breaking play.

1 Anger of the Gods: Red's boardwipe. Exiling persist and undying critters is always good. Helps out a lot against the aggro matchup. Takes care of small aggro and more importantly, the dredge decks.

2 Obstinate Baloth: Used for decks with discard. Occasionally burn as well.

1 Crumble to Dust: Crumble to dust is the perfect weapon against Tron. One of our better matchups. Sometimes I switch this out for Spellskite and vice versa.

1 Nature's Claim: Great against artifact decks but this is mainly used for problematic enchantments like Blood Moon and Leyline of Sanctity.

1 Force of Vigor: Green's modern playable force. Don't forget that we can still hard cast this on turn 3!

1 Huntmaster of the Fells  : Helps us when we need something for the grindier matchups, like control or midrange. Our drunken Canadian friend loves producing blockers and is always down to brawl.

1 Madcap Experiment: 1 card combo that lets us find our aggro/burn stopper. The way this interacts with Emperion means we take no life from resolving the spell. Scroll down for more.

1 Platinum Emperion: Nobody expects this out of the board. Because of our non-creature centric strategy players will side out most, if not all, their removal game two. That's when we get them.

1 Timely Reinforcements: Burn is a weakness, and also very prevalent. This sneaky spell helps us chump and delay our demise until we can find the win.

The Spice Corner and Shift Lists of Old:

1 Boseiju, Who Shelters All: Perfect agains t control. I once had two scapeshifts in hand, scapeshifted for 6 finding a Boseiju and putting the control-opponent on a one turn clock. Dirty business.

2 Chalice of the Void: One of my favorite cards. Helps us against burn, bogles, lantern, tron, and aggro mathcups. This is in the testing slot but currently I am very happy with it.

1 Izzet Charm: Not the king, but most certainly the jack of all. Does everything we need.

1 Sweltering Suns: Red's 2nd boardwipe. I have concluded with a 1/1 split of this and Anger because in matchup where we don't want a red sweeper we are able to cycle away the card. Plus having a split means we do not get blown out by Meddling Mage.

1 Engineered Explosives: Solid sideboard MBP. We easily get 3 colors dealing with problem creatures and enchantments.

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Casual

93% Competitive

Date added 4 years
Last updated 2 months
Legality

This deck is Modern legal.

Rarity (main - side)

4 - 1 Mythic Rares

34 - 7 Rares

4 - 6 Uncommons

9 - 1 Commons

Cards 60
Avg. CMC 2.94
Folders Modern, Modern
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2 months ago)

+2 Veil of Summer side