A GW Hexproof Aura deck... err bogle.dec, don't currently have the money for a few of the cards like fetch lands - so we're operating a slightly less efficient mana base. We miss out on a few of the cute interactions like fetching up a Dyrad Arbor in response to a edict and we take a bit more damage from our lands, but otherwise we're pretty solid, at least for FNM level events. Deck currently costs less than a good tier one standard deck, and has the added bonus having better longevity to invest money into.

Update - Been winning enough with this list to be slowly upgrading the mana base.

Deck Tech

Bogle decks attempt to force your opponent to have some very specific answers at very specific times, otherwise you'll run them over Turn 4-5 guaranteed.


Remember: Sideboard is more art than science, not everything is set in stone.

General Sideboard Tips: Always keep in at least 21 Auras, you need that much critical mass.

Made some changes after GP Richmond, will write up the sideboard guide again.


Round 1

Bye for my seasonal points. While I played in the finals of two GPTs I couldn't lock up either one.

Round 2 - UWR Geist 2-1

In some ways the Geist of Saint Traft version is the easier one to pray on. They tap out for Geist of Saint Traft and you get to end the game by putting a Daybreak Coronet or an Ethereal Armor into play.

Round 3 - Norin Soul Sisters 2-0

Game 2 got pretty silly, with both of us gaining 20-40 life a turn, but I finally built a big enough Kor Spiritdancer and suited it with Spirit Mantle to win through his near infinite chump blocks.

Round 4 - RG Tron 0-2

Got off to a strong start in Game 1, but a timely Oblivion Stone followed by Wurmcoil Engine stabilized him on 2 life. Game 2 was just a beating, I tried to move in on kor spiritdance and he had Karn Liberated that game on T3 or T4.

Round 5 - UWR 2-0

A nice rally win back off a good match-up.

Round 6 - Affinity 0-2

His first hand was the honest drop every single card and Thoughtcast T1. Game 2 I was just about to stabilize with lifelink, but he had the double Galvanic Blast to finish me off.

Only X-2 makes Day 2, so now I have to win out the rest of the day.

Round 7 - RUG Good Stuff 2-0

Wasn't quite sure what my opponent was on, luckily I avoided the snap decision of boarding into what could have been Tarmo-Twin and hitting a bunch of dead cards.

Round 8 - Merfolk 2-1

Game 1 he's on double Aether Vial and crafts a turn where is one shots me down from 20 life despite my 8 power lifelink in play. Game 2 and 3 are both closer, but my draws were just a little better.

Feeling pretty good at this point, one more win and I'm into day 2.

Round 9 - Storm 0-2 wah wah

Had managed to avoid any of my bad match-up all day, but in the match of two zero interactivity decks, the faster one wins. I think I need a better board plan for Storm.

6-3 was my final record.

All in all, my goal going in was to Day 2. While I missed out, it hinged on my last match of the day, so I'll call that cutting it close. I feel like that's a vast improvement to how I've played previously.

#2 in tournament @ Game Theory — Jan. 25, 2014
#2 in tournament @ Atomic Empire — Jan. 24, 2014
#7 in tournament @ Gaming Underground — Jan. 11, 2014
#5 in tournament @ Atomic Empire — Oct. 25, 2013
#4 in tournament @ Atomic Empire — Oct. 11, 2013


Hey man, like your Bogle deck quite a bit! Very nice build! I run one myself, and it looks very similar (as I suppose most aura hexproof lists do) but instead of Suppression Field in the main it uses 2 Silhana Ledgewalker and I believe 3 Paths, for a total of 23 auras, 14 creatures, 3 instants and 20 lands. Probably less competitive, but still good at the FNM level. Field is a really good card to mainboard for this deck.

Also, just a suggestion. I'm sure you've tried this at one point or another, or maybe you ruled it out. But a single Selesnya Charm seems like it could be a solid addition for this kind of deck, main or side. You can save a creature with an instant +2/+2 (or, more importantly, use the trample mechanic to finish off an opponent), get rid of a giant creature (including an inkmoth wielding Cranial Plating ), or produce a decent creature token at the end of your opponent's turn to start dropping auras on.

I noticed in your GP Richmond write-up you had some trouble with Storm. Since your deck doesn't use the graveyard - at all, really - why not run a single Rest in Peace in your main and 2-3 more in the side? Entire decks operate on graveyard shenanigans (as do the many decks running fetchlands and planeswalkers that your Suppression Field hoses). It may prevent your first match from being an auto-loss vs. Pod, Storm, or something else. Boarding in a set makes your draw odds even sweeter and helps you win the race. Aside from obvious compatibility with Ethereal Armor , the catch-all effect of RIP prevents many triggers from ever happening - including those that Relic can't stop. Snapcaster and Ooze are relying on the graveyard, but you aren't. It may be better to bulk up on these in the side than use Relic, since there is no drawback from doing so.

And with ~7 sources of totem armor, a single Wrath of God in the side could work wonders. You can trade one aura for an opponent's entire field, breaking the siege in any game that is becoming risky/prolonged.

May 16, 2014 9:34 p.m.

Slycne says... #2

I've been a big fan of MB Suppression Field . There's just some games that that card wreaks, like when your opponent has a hand full of fetch lands.

Selesnya Charm seems like a spicy include that no one would play around, I'll have to give it a try.

Maybe on the MB Rest in Peace , I think I'd really need to see Storm become of larger % of the format. The reason for the heavy Relic of Progenitus over Rest in Peace in the SB is that it's the plan versus Living End . The match-up is really bad regardless, but if you put Rest in Peace in play their Living End straight up wraths the board and eventually they beat you down with cyclers that they just play normally. With Relic of Progenitus you put enough pressure on them to get them to Living End while leaving enough back to rebuild. Then every time they Living End again you get something to rebuild on again, and their team of vanilla 4/4s isn't going to beat a suited bogle. It's still a miserably bad match-up, that's somewhat popular in my local meta - at least more than storm, but this plan takes it from 20-80 to 30/40-70/60.

I've considered it in the past, there's also that Innistrad wrath where both plays pick one creature the name escapes me at the moment since it's late. It always ends up being the 16th-ish sideboard card though. Bogles tends to have great match-ups against fair decks, so I always end up wanting to push my SB to help against the ones the deck truly needs help against. Ultimately that comes down to slightly different styles, I think it's perfectly reasonably to just further hedge the SB and beat up on decks that a deck is good against and simply accept that bad match ups for what they are.

May 17, 2014 11:47 p.m.

lukehawk2222 says... #3

ive been playing storm for a decent time and i always lose to bogles what should i do?

December 7, 2014 2:27 a.m.

Slycne says... #4

lukehawk2222 Bogles should actually be a good match up for you. Neither deck can really interact with each other and Storm is faster. What specifically is giving you trouble?

December 8, 2014 12:50 p.m.

SaSSolino8 says... #5

I'm working on a bogle deck and you seem informed, so I have a question: why Spirit Mantle? you already have Rancor and Unflinching Courage for blockers, what's the point of avoiding them? Thanks.

January 23, 2015 10:14 a.m.

Slycne says... #6

SaSSolino8 Spirit Mantle has a bunch of little interaction that make it worth while. Granted this list is tuned from the last Modern season, even before Treasure Cruise, but it's still probably worth running some number of them.

  • While you do get trample from Rancor and Unflinching Courage, it's nice to bring the evasion up past 6 sources. Games that bogles loses tend to hinge on not finding lifelink and a proper application of chump blocking. See also Inkmoth Nexus killing you regardless.

  • As a 2 CMC card, it helps to insulate you from Engineered Explosives a little. While you can stack an umbra to save your bogle, having nothing left on them and getting Daybreak Coronet knocked off is still basically game over.

  • It also breaks the mirror match.

January 23, 2015 1:55 p.m.

SaSSolino8 says... #7


January 24, 2015 4:18 a.m.

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Compare to inventory
Date added 4 years
Last updated 3 years

This deck is Modern legal.

Cards 60
Avg. CMC 1.45
Folders Auras, U/W Bant Hexproof
Views 2847

Revision 30 See all

3 years ago)

+2 Verdant Catacombs main
-1 Plains main
-1 Temple Garden main
+1 Keen Sense main
-1 Silhana Ledgewalker main
+2 Stony Silence side
+1 Seal of Primordium side
-1 Suppression Field side
-1 Grafdigger's Cage side
-2 Leyline of Sanctity side
+1 Unflinching Courage side