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Teferi's Puzzle Box into Collected Company

Modern Collected Company Combo Control GWU (Bant) Midrange Value Engine

ober0066


Sideboard


The goal of this deck is to play our pre-board strategy of Narset, Parter of Veils and Teferi's Puzzle Box Lock, which is full of things to let us dig for our combo like Narset, Parter of Veils , Serum Visions , Arcum's Astrolabe , and Teferi, Time Raveler . These are effective tools to shape our deck and find what we need. We also have ramp so that we can deploy our combo early, or even a turn two Narset. We also have controlling aspects like Meddling Mage , Spell Queller and Deputy of Detention to slow our opponent down or also shut down combo decks. We have Reflector Mage and Deputy of Detention to quell bleeding until we can deploy our combo. Path to Exile to remove tough creatures and Supreme Verdict to clear the Board once we land Narset. Once the combo is down, if we can clear the board with Supreme Verdict , the Opponent won't be able to cast another spell for the rest of the game.

These cards give the impression of a Bant Control deck, which is exactly what we want because after sideboard our deck turns into a very strong Collected Company deck. With the addition of Knight of the Reliquary , Courser of Kruphix , Geist of Saint Traft and Tireless Tracker - not to mention Collected Company .

We already have all the mana of a Bant Company deck with Birds of Paradise and Noble Hierarch , which in pre-board games just looks like a way to get our combo down faster. We already play Spell Queller and Reflector Mage which can be hit by Company but also just look like ways to slow down the game in game 1. Our other creatures like Deputy of Detention and Meddling Mage can now be played at instant speed for tricky plays. After sideboard, we have 26 creatures, which is a little light for CoCo decks usually 30ish, but given we can look at the top card of our library with Courser and have lots of draw and scry effects, we should be able to hit every time we cast CoCo.

Ideally our opponent will see that we are a Control-Type deck with very few creatures and will sideboard in order to play a control deck centering on artifacts and planeswalkers, maybe they even take out some creature removal. They will definitely bring in Planeswalker hate (like small creatures to get on the board fast, which we easily outgrow). All of a sudden a bunch of turn two Knight of the Reliquary 's that are 4/4's will take them by surprise.

Our mana base needs to be primarily blue / green in order for our turn 1 plays of either Serum Visions or a mana dork. Arcum's Astrolabe also helps us dig on turn one and set up our mana fixing really well. With the use 7 fetch lands in our deck, we can easily fetch for a snow-covered land of any color and not have to worry about getting shock lands since we can always filter our mana with Astrolabe. The fetches obviously play well with Knight of the Reliquary and Courser of Kruphix for value. We also have Ghost Quarter for Tron and to boost Knight of the Reliquary we can always target our self and get a basic snow-covered land. We have Waterlogged Grove to draw a card and grow the Knight.

Spell Queller pairs well with Teferi, Time Raveler because they won't be able to cast the exiled card at instant speed when they remove Queller.

It is also fun to play mind games against players in Game 3 by putting all 15 cards into your deck, and then picking which configuration is best suited for the match. They will have no clue whether you are taking the control route or the CoCo route.

Here is how sideboarding will usually go (Dependent on the matchup, if the Control variant is best against your opponent, leave it how it is):

Out - Teferi, Time Raveler x 3 Teferi's Puzzle Box x 2 Narset, Parter of Veils x 3 Supreme Verdict x 3 Leyline of Sanctity x 2 Search for Azcanta   x 1

In - Courser of Kruphix x 4 Knight of the Reliquary x 4 Geist of Saint Traft x 1 Tireless Tracker x 2 Collected Company x 3 Scavenging Ooze x 1

The configuration of Game 1 control, Game 2 CoCo is better than the reverse because Game 1 most decks are not equipped to deal with 10 important permanents/planeswalkers/ artifacts, while they are plenty ready for creature removal in game 1. While in game two, we give them a chance to take out all that creature removal that they already have in place for other types of hate, which are now irrelevant after sideboarding.

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Date added 4 years
Last updated 4 years
Legality

This deck is not Modern legal.

Rarity (main - side)

0 - 1 Mythic Rares

39 - 14 Rares

8 - 0 Uncommons

3 - 0 Commons

Cards 60
Avg. CMC 2.22
Tokens Angel 4/4 W, Clue
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