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Underworld Visions

Modern

Eries


Sideboard

Sorcery (2)

Planeswalker (2)

Enchantment (2)


The general gist of this deck is to play Underworld Dreams or Spiteful Visions, then just start making your opponent draw cards. It's quite similar to the old Owling Mine deck, but focuses more on the chip damage of the triggers of said enchantments.

As for how we cause our opponents to draw, we have a good amount of options:

  • Spiteful Visions causes each player to draw an additional card on the draw step alongside dealing damage every time a player draws (including you). This gives both players card advantage, but you don't really care about what your opponent is going to play because after all, you just want to give them the gift of card drawing.

  • Careful Consideration allows target player to draw 4 cards at instant speed, then forces them to discard 3 cards if it isn't your main phase, so if you are planning on casting this on your opponent, make sure it's in response to something or just on their end phase. Careful Considerations can also be used to just give you some nice card advantage, drawing you 4 cards for 4 mana, while only having to discard 2 if you don't mind casting it on your main phase.

  • Cerebral Vortex is a game ending card, forcing a player to draw 2 cards, then dealing damage equal to the amount of cards they've drawn that turn. As for how this is game ending, if you have 1 Spiteful Visions (or an Underworld Dreams with a Howling Mine), you would wait for your opponent to draw, and in response to the damage triggers, you cast Cerebral Vortex, then when that resolves, you cast Runeflare Trap. This combo is usually made near the end of the game as a finisher or to just close out a game through that extra couple points of damage. Cerebral Vortex gets better and better if you get more Spiteful Visions or Howling Mine, making it scale well into late game.

  • Howling Mine is a card that can kind of screw you over, depending on the circumstances. It gives both players card advantage with no draw back whatsoever, so you better hit your land drops and enchantments early to make it worth it to play on the second turn. It's best to hold off on playing Howling Mine if you don't have Underworld Dreams or Spiteful Visions in hand, or if you don't have the knowledge of your next couple draws. Playing this on turn 2 when you have Underworld Dreams works well to set up your next couple turns for success. Even better if you curve into Spiteful Visions on turn 4.

  • Damnable Pact is another game ending card that forces target player to draw x cards and to lose x life. With Spiteful Visions or Underworld Dreams, it basically says to deal yx damage where y = the amount of Spiteful Visions/Underworld Dreams we have in play.

Card draw is one of our main win conditions, but if that doesn't work too well in our favour, we have a couple ways to get ahead. Gray Merchant of Asphodel is one of those cards that can pretty much end the game with enough permanents, or at least it speeds up the process. Even without any black permanents, it is a decent blocker that drains for 2 when it ETB's.

We have some utility cards to help get us set up or to just fix our mana up just the right way. We're playing blue so what would we be doing if we weren't playing a playset of Serum Visions. It's just an overall great card that just helps us plan our turns ahead of time. Manamorphose helps fix our mana into either red for the Cerebral Vortex + Runeflare Trap combo, or black to play Underworld Dreams on curve. Most of our blue cards are one drops so they don't really require any mana fixing, but drawing that card can also help us get some extra combo pieces. Lightning Bolt and Cast Down (You can choose to either go with fatal pushes or just Doom Blades if you want) are our main ways of removing our opponent's board. They protect our face from the small creatures coming right at us and just help delay our opponent enough for us to deal some real damage. Delver of Secrets   is our only creatures in the deck, but are here just to help as some chump blockers or to just hit in the air for lethal. They're nothing too great, but they work well in this deck as a good 1 drop.

In terms of budgeting this deck, you could just drop the check lands, go down a couple Underworld Dreams, drop Howling Mine and Manamorphose. Howling Mine and Manamorphose aren't super important in our end goal so they aren't super needed in the deck.

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Date added 5 years
Last updated 5 years
Legality

This deck is Modern legal.

Rarity (main - side)

0 - 2 Mythic Rares

27 - 4 Rares

14 - 3 Uncommons

8 - 6 Commons

Cards 60
Avg. CMC 2.78
Tokens Emblem Chandra, Torch of Defiance
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