Sideboard


Another brew for the pile!

So, what have we here? A bunch of green and white value cards, some Abrupt Decays and Duresses, and four copies of Vala... wait.

Yes, this is Scapeshift! You may be familiar with RUG Shift, or the straight RG version, or even some of the hybrid combo decks, but Im willing to bet you've never seen anything quite like this!


This deck is something Ive been working on for (wow) about four years, now. Jeez. Its certainly come a long way!

I was originally inspired to make this deck by a Legacy deck some fellow made: Land How?. A lot has changed with that list, and it no longer resembles what I saw so long ago, but credit is given where credit is due!

I would like to take this opportunity to thank you all for giving me such great suggestions and resources to brew more and more decks. Thank you for sticking with me and my decks, and helping the ever-expanding collection to grow in number and popularity.

So, if you havent figured it out by now, Im playing Valakut, the Molten Pinnacle without the red. Fun and gimmicky, sure, but also brutally efficient and very good at what it does. We have the classic Junk control package in the form of discard (here, Duress), Path to Exile, and Abrupt Decay. Pretty standard stuff. To ramp us, we have Sakura-Tribe Elder (good ol Steve), Search for Tomorrow, and Primeval Titan, and we turn our diverse land-base into a toolbox with Knight of the Reliquary easily the linchpin of the deck.
Now, its nice to throw around big creatures, and ramp, and a toolbox, but how do you actually justify Valakut and Scapeshift in this Junk deck?

Good question, hypothetical person! Two words: Prismatic Omen. All of my lands are every basic land type. They tap for any color of mana. How cool is that? This card is what makes all of this work, and it makes the toolbox just that much more effective, too. The dream scenario is to ramp up to 6 lands with Omen out, then Scapeshift for all of my Valakuts and two more lands. 4 Valakuts x 3 damage per mountain x 6 mountains = 72 damage, straight to the dome, as early as turn four. Tell me it aint beautiful and Ill call you out for lying right here and now.

As discussed above, Knight of the Reliquary is absolutely the most important card in the deck. Maybe not the best, but definitely the most important. Given that I run forests and plains in my deck (hint: I do), it allows me to Crop Rotation to fetch through my deck for whatever I need. Ill put the toolbox lands in a spoiler so they can feel special:

Lands.dec Show

Idyllic Tutor is a fantastic card, here. It finds us our enchantments, which is a thing we need to do very consistently, else our Vala-kill is essentially an Oops, I win! instead of a streamlined combo. Having effectively five copies of Prismatic Omen is very much a good thing, but Tutor also finds us our Retreats, of which we have two: Retreat to Hagra and Retreat to Kazandu. In a sense, these both offer alternate win conditions.

Hagra lets us drain our opponent out which, if theyre not careful, can actually cost them the game. It also effectively gives our creatures soft evasion (Deathtouch is a fickle god), as well as letting Prime Time trample through an ungodly number of creatures (Deathtouch + Trample confirmed combo look it up).

Kazandu lets us either gain enough life to sustain through Storm, or it can let us pump up our creatures to immense proportions. One more Kazandu in the sideboard for matchups like burn, where our combo is actually just not quite reliable enough to kill them always before they kill us.

Our last tool, proper, is Sun Titan. This card is one I was reluctant to add for some time, but it just has so much synergy with the deck I had to cave eventually. It gets back all of our valuable permanents outside of Prime Time, as well as just being a huge dude for the sake of being a huge dude. Vigilance aint no joke, either. If I thought I could swing it, Id try to add another one. Thats how good this card is.

  • Batterskull: Bring it in against control, aggro, midrange, Affinity, Burn, Jund, Death's Shadow, Delver Its a good card, okay.

  • Blind Obedience: This card is actually kinda funny. Good against Affinity and Burn, for one, which is always good, as well as any and all creatures with haste but its also this grindy win condition in some matchups. As long as it sticks, and Im careful with my mana usage, I can sustain for a really long time. Jund em out, you know.

  • Bojuka Bog: I have Knight of the Reliquary. Gotta have a good toolbox!

  • Golgari Charm: Honestly, I used to run this maindeck, but it ran into the problem I had with Selesnya Charm always okay, but rarely great. Except, unlike Selesnya Charm, which was practically only stellar when exiling a Goyf, Golgari Charm is an amazing Magic card, and just needs to be in the right matchup to be incredible. I just needed to put it in the sideboard to make room for my Decays, since I have those, now.

  • Grafdigger's Cage: Dredge, Bridgevine, Hollow One, Snapcaster Mage, Storm, Collected Company, Polymorph Its a good card, okay.

  • Leyline of the Void: Grave-hate that doesnt hit me, and can come down turn zero. Dont need much, but Ill take it. Can also be fetched with Idyllic Tutor.

  • Nihil Spellbomb: Kinda like Leyline, but cheap, easy, instant-speed, and I can draw off of it.

  • Retreat to Kazandu: For the matchups where the Retreats are good, more Retreats will be even better. One more for good measure. The value train is so real.

  • Scavenging Ooze: I was content with the rest of my grave-hate (even before this, it was more than 25% of my sideboard), but sometimes you really dont care, and you either need more, or you just need some life-gain in an aggro matchup. Who knows? Who the hell cares? Ooze ya daddy?

  • Seal of Primordium: Like Qasali Pridemage, but cheaper, not a creature, less color-restricted, and tutorable via white Fabricate. Whats not to love?

  • Spreading Algae: Honestly, mostly here for stuff like Junk or Jund. I just dont want to play a game of Magic against a deck so fair it makes other unfair decks play fair games of Magic for a while. So, instead of playing with them, Ill just cost them their entire mana base to participate in the game! :) Suffers a bit to Abrupt Decay, but honestly, if its eating Decays, I am 100% on board with that, because thats less Decays on my Knights or Omens. Win-win.

  • Stony Silence: You know I had to do it to em. Tron and Affinity, eat your hearts out.

This box is full of stuff Ive tried and removed, or stuff Im more than likely not ever going to try in this deck, for whatever reason.
  • Crucible of Worlds: Tempting, and fun, but is it strictly necessary? Or necessarily even good? The answer to both, unfortunately, is no.

  • Ensnaring Bridge: Even in the sideboard, I just gotta say no. It shuts off my guys, too. Sometimes you just cant combo, and youve gotta make do with what youve got.

  • Ghost Quarter: One of my favorite Modern lands, dont get me wrong, but in this deck, there are a few things keeping me from this card. Firstly, I know I have a ton of utility lands, already, but I do actually need to hit my colors sometimes, and this is just another off-color or worse land in that situation. Secondly, losing lands for anything other than a net zero (like fetching with Knight or otherwise) or a net positive (like Knight + Omen + Flagstones) is just downright painful. Even if were doing something good like keeping our opponent off Tron, it just hurts too damn much to go down a land for only a slight pay-off (especially in the case of Tron, with more land-tutoring effects than us). The only time this card is super good for us is if we sac it to blow up our own Flagstones, which is honestly kinda silly as a reason to include a utility land.

  • Bring to Light: Great card, great potential, but here it just falls flat. Doesnt get our enchantments, the only creature it hits thats any good is Knight, and using it solely as more copies of Scapeshift would just make me want to play more Scapeshifts, instead. Maybe in a more toolbox-y version of the deck, or in something else entirely, but here? No, thanks.

  • Horizon Canopy: Going down a land just isn't worth it, and the life loss is relevant. Ive found its better to just try and Jund my opponent out with my potential to combo than to actually try to net myself cards off of dumping my mana base.

  • Oboro, Palace in the Clouds: Yeah, its cute. It has synergy. But it costs me a land every time I want to bounce it, its off-color, and it doesnt do anything.

  • Qasali Pridemage: Yeah, Modern sideboard all-star. But in this deck? I have a version I can tutor with Idyllic Tutor, and it doesnt cost mana on activation, and its one color, and its beautiful. Seal of Primordium FTW.

  • Renegade Rallier: On the face of it, it seems like a great card, right? Gets back a Steve, or a fetchland, or Oh. Thats it. Never mind.

  • Retreat to Coralhelm: But thuzra! It combos with Knight of the Reliquary! You can fetch up all your lands! Ok, but why? It doesnt gain me any actual value unless I already have Omen and Valakuts, and whatever slight increase in combo consistency without Scapeshift this brings, it is not worth the dilution of the control, ramp, or toolbox packages for an off-color meme.

  • Rites of Flourishing: I took it out every game, and it's almost always better for my opponent than for me. Its kinda sad, because it was such a huge part of the deck in its early stages, but it just so quickly outclassed itself. Bad into aggro, bad into control, definitely bad into other combo decks just what was I thinking back then? I may not have been.

  • Sejiri Steppe: Honestly, every time I draw this, instead of getting it instant-speed with Knight for protection, it makes me want to die. Also, running more than one, as is almost essential in Knight decks that run any at all, is just not feasible, here. Out it goes.

  • Selesnya Charm: It was always an okay card or better and I mean that sincerely but I don't want okay cards. I want good cards. Great cards are even better. This just doesnt bring me that consistently great effect.

  • Treefolk Harbinger: I actually didn't realize how useless this was until my friend pointed out to me that all it ever did was untap Murmuring Bosk. Guess what else has been removed.

  • If any more come my way, Ill be sure to add them to this list. Honestly, kinda surprised the list is this small after four years. I guess thats a good thing!

    So, thats my deck! Like I said, Ive been working on it for a very long time, so if you have any questions or suggestions, please feel free to drop them in the comments section below!

    Admittedly, I dont any longer have good matchup data on this deck, as I had to take a rather long hiatus from the game to focus on school and work (and may have to again, soon), but in general, the core concepts and general matchup data is the same as it always has been. Thank you for reading! I hope you enjoyed my deck!

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    Recent overhaul to deck done. Clearing up discussion for the current century. Hopefully gonna get some new blood and new eyes in here for this!

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    Revision 7 See all

    (5 years ago)

    +1 Abrupt Decay main
    -1 Golgari Charm main
    -1 Grafdigger's Cage side
    -1 Idyllic Tutor main
    -1 Island main
    -1 Orzhov Charm side
    -1 Path to Exile main
    -1 Prismatic Omen main
    -1 Renegade Rallier maybe
    +1 Retreat to Hagra main
    +1 Retreat to Kazandu main
    +1 Scavenging Ooze side
    -1 Seal of Primordium side
    +2 Spreading Algae side
    +1 Urborg, Tomb of Yawgmoth main
    Top Ranked
    • Achieved #91 position overall 9 years ago
    Date added 10 years
    Last updated 5 years
    Legality

    This deck is Modern legal.

    Rarity (main - side)

    4 - 1 Mythic Rares

    34 - 7 Rares

    5 - 4 Uncommons

    12 - 3 Commons

    Cards 60
    Avg. CMC 2.67
    Tokens Elemental 8/8 GW, Phyrexian Germ 0/0 B
    Folders cool decks, good, Ideas, Untap, WUBG (Witch-Maw), Modern Awesome
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