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This is a modification of my Starfield of Nyx deck that was W/B/G based. The reason for the changes that are being made is because I believe the Green was not pulling as much weight as I was hoping and was causing mana balancing issues. To view the old deck idea it is Myth of the Sinister Starfield

Goal of the deck is to lock down your opponent with enchantments until it is safe to bring out Starfield of Nyx or generate angel tokens with Sigil of the Empty Throne. While you can rush this enchantment out their quickly, it won't benefit you unless you have 4 other enchantments in play or some enchantments in your grave that are worth bringing back. Also make sure you are careful on your timing as it makes your low cost enchantments vulnerable to kill spells.

Rundown of the enchantments and what they are good for:

Isolation Zone: removes a creature threat or in rare occasions when you need to remove an enchantment. Also useful because it turns into a 4/4 making it one of the harder enchantments for opponent to deal with after transforming.

Myth Realized: Great one drop enchantment that becomes scarier as the game drags on. Great for defending or attacking.

Quarantine Field: Can remove any non-land permanents. While the means it costs 4 mana () to remove 1 target, it is still nice because if drawn late game it has potential to remove multiple threats. Downsides are that only becomes a 2/2 through Starfield because "x" = 0 for calculations; If Starfield brings it back from the grave you will not be able to remove any targets because it trigger off mana spent to cast it.

Sigil of the Empty Throne: Overall a slow for of token generation because the enchantments have to be cast, but 4/4 angels for almost every spell you cast is a nice trade off. Good enough to run in deck, but can cause problems if multiple drawn in opening hand because of lack of control vs fast decks.

Silkwrap: early control enchantment. Downside is not very useful vs high cost decks. Side out for hand control options if this is a problem.

Stasis Snare: Instant speed lock down enchantment. Can't get simpler then this for why its in deck.

Suppression Bonds AURA able to lock down plains walkers as well as any creature.

Sideboard enchantments:

Virulent Plague: This card puts a complete stop to or severely cripples token generation. reason I say it has potential to not completely stop a token deck is because their are tokens larger then 2/2 in standard or your opponent runs a lot of anthem (global +1/+1 effects) to keep tokens from dying to just one in play.


This has been an overview of the enchantments for the deck. One thing you might have notice is the AURA tags in the descriptions. These are important because you can do one silly trick with Starfield involving these cards. Starfield of Nyx ability to bring back an "enchantment" card brings it back to the field. When that card is an "AURA" you bring back it must be attached to a legal card. So for example Suppression Bonds can be attached to any non-land permanent. This seems simple enough, right? So lets go ahead and say you can now attach these cards to an enemy target that has "Hexproof". Surely that can't be as you are not allowed to target an enemy with "Hexproof", right? Well normally the answer is yes, but when you bring the card back you can attach it to enemy creatures that have these functions because starfield does not say you are targeting them. Its some weird loophole where you are allowed to target the creature because the enchantment must attach to something but isn't considered targeting because it wasn't cast or being brought back forced to target something specifically. To help explain, here is a direct quote taken from the MTG Gatherer website:

"Note that if an Aura is returned to the battlefield this way, whatever the Aura enchants isnt a target of Starfield of Nyxs ability, nor is it a target of the Aura card itself. You could put an Aura onto the battlefield this way enchanting a creature with hexproof controlled by an opponent, for example." (6/22/2015)


Hope this all helps explain how the deck operates. If you like the deck, think you know a card that could help, or something about the deck doesn't make sense; feel free to leave a comment to let me know. I am very wiling to talk and explain things till it makes sense and very open to card ideas. Thanks for taking the time to check this out.

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Deck has made more progress ending the night going 2-1-1. To be honest, my loss was brought on in part due to player error more then deck because I was having trouble focusing due to the day just being long. The side deck seems to be working very well as it is. the only thing I am thinking of adding to the deck at this point is maybe a few more Transgress the Mind to help deal with other control decks and added help vs burn decks. Here is the rundown of how the games went.

Game 1: B/W planeswalker control 2/0

The first round took some time to finish as Anguished Unmaking slowed me down a bit by exiling key cards certain points in game. Won the round because starfield allowed me to flood him with creatures he wasn't able to get rid of permanently. Second round took less time because my opponent didn't have answer to turn 5 sigil flooding angels at him ever turn after.

Game 2: W/G Humans 2/0

Close first game as he almost rushed me fast enough to stop me from controlling all his cards. In the end the lockdown from my enchantments was too strong for them to handle as he could not get rid of starfield that kept bringing back the occasional enchantment he managed to destroy re-locking something down.

Game 3: B/W planeswalker control 1/1 (Tie)

This game was a long one that we didn't finish the first round till after 45 min had passed. I won the first hand but lost the second as he got off Ob's ult because I could not stop it from ticking up through his anguished unmakings stopping my suppression attempts.

Game 4: U/W Human/spirit control 1/2

Even with 5 failed attempts to realize I had lethal I managed to win the first round. Second round I was playing just as bad and lost the round. third round I could not draw my 5th land after choosing to start with 4 made me sad.

If you have any questions feel free to comment and I will answer as well as I can.

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Date added 8 years
Last updated 8 years
Legality

This deck is not Standard legal.

Rarity (main - side)

7 - 0 Mythic Rares

21 - 7 Rares

7 - 8 Uncommons

12 - 0 Commons

Cards 60
Avg. CMC 3.47
Tokens Angel 4/4 W, Vampire Knight 1/1 B
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