Sideboard


the Main goal of the deck is to win through your normal means of using Kiki-jiki, mirror breaker and Restoration Angel to create the combo of infinite 3/4 angel tokens with kiki. so of course we need a way to either 1: get 3 red mana (hardway) or 2: have a chord of calling and 8 mana through convoke (oddly the easy way). convoke allows you to let your creatures tap for mana of any one color they are, or colorless mana, so this makes ALL your creatures mana dorks, and they can be tapped through summoning sickness with the convoke ability. this is what allows us to jam pack the deck full of "value" creatures, such as voice of resurgence or Pia and Kiran Nalaar. those can help us use Chord of calling becasue of all the tokens they can generate and also becasue they can easily create pressure on board, becuase your 2/2 is alot bigger than a 2/2 it creates tokens that can swing the game in your favor, same with those 2 1/1 thopters, a 2 life point swing is very important in a stalled board state. and being able to shock creatures and players makes Mom and dad much more expendable. COMBO The combo its self is when you have Kiki jiki, and restoration angel, this is by tapping kiki jiki to create a copy of your restoration angel, then the token enters and the trigger hits the stack allowing you to exile a Non-angel creature you controle (kiki) then he re-enters and has haste so you can re-create your resoration angel and all the tokens have haste so your win is pretty darn close to a swing away. The common move is to turn 4 chord on 6 to get an Eternal Witness and return Chord of calling to your hand and then chord to 7 to get restortation angel and flicker out eternal witness to get back chord of calling, to then a turn later go to 8 and get your kiki for the win. that is the most common game plan, but the opponants job is always to try and stop your combo. thats when the "tool Box" part of the deck somes in.

                                  Tool Box

After the whole combo part of the deck we have the tool box cards that can be brought in to help shift the game into your favor is the combo is too far out of your reach, these cards are ment to stabelize the game for you and in best case, win you the game. these are Harsh Mentor, and obstinate balloth, these work when you need life, the obstinate balloth gives you life and if it is in you hand and someone tries to make you discard a card, you just royaly Screwed them over. and then we have the Harsh Mentor, this is great when its great but bad when its bad. but worst comes to worst, you have a Bear, but becasue most decks run fetchlands you can shock from a fetch and if they need the mana they will more often than not take a basic over a shock from you, a shock from the land and a hit from the fetch. harsh mentor is looking to be one of the best new additions to help even out the deck.

after those fun tools we have some controle elements these of course come in the form of creatures so we can fetch them with Chord of calling for real use. These are Glen Elendra Archmage and Spell Queller they both have the ability to counter spells that are important, glen can counter 2 spells, but she can counter more if you have restoration angel to flicker her out more, thats where her value come in handy as it also dosnt require you to tapper her, its just a pay and sacrifice ability. Spell Queller is a bit intresting its like an oblivion ring in the opponant gets the card back, but it will be at a diffrent time so it might not be as good, it also exiles the spell so you are not countering the spell, thus, uncounterable spells are not a biggy for us. another card that holds value as a kinda counter is spellskite, it can stop spells from killing our things and it can save our combo for only 2 life or a blue mana.

Value.Deck: more of the cards that are value cards come in the form of Scavenging Ooze, this card is here for the graveyard decks and dead creatures, or to de-vlaue a snapcaster mage. for one green you can exile any card in the graveyard that is probomatic, or to be honest, just in there. if its the end of the opponants turn and you have a green open, there is no downside to getting rid of that land in the graveyard. it is just our own little helper that can get alot bigger and help us stay alive. More to that is Myr Superion this is a card made to block big creatures, and become a huge threat, a 5/6 for 2 mana is absotly insane and im glad it has the draw back, other wise we would see a whole lot more of these guys running around, the reason we can forget about the draw back is Chord of calling, we can fetch him for 5 mana, which is still pretty okay for a 5/6 and being able to tap our creatures to get him in a favorable block is ideal. so when the opponant swings in with there huge Reality Smasher we can just block the heck out of it. But for when its i our hand we to have 8 mana dorks for that reason, 4 birds of paradise and 4 wall of roots helps us into this beast, also those mana dorks help make our turns "that" much faster. and wall of roots can produce 2 mana for chord of calling. thats by tapping it and putting a -0/-1 counter.

                           On the other Hand:

When all else fails there is also another combo to be aware of, Nahiri, the Harbinger. alther a great card that filters your hand and kills stuff and summons unstopable creatures like emrakul, the aeons Torn. you know the average walker. Nahiri is great in that you can get rid of the words card in your hand and hope for the best, and she also can kill a pesky creature that just swung at you and she can kill that annoying as hell enchantment, or occationaly kill an aether vial when the opponant dosnt know what they are doing. and when you can play her turn 3 with all of your dorks your set for a pretty fast clock of cycling untill you find what you need. also if emarkul finds its way into your hand, just discard him Nahiri discards him then you draw your card and then you shuffle your library, no worries of drawling him.

 SO thats the deck, right know I am loving the tempo i can put on the oppononat and stop the huge stuff with blue, but somes cards have made it to where black is also a right choice, so just experiment with what modern has to offer.

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Date added 7 years
Last updated 6 years
Exclude colors B
Legality

This deck is Modern legal.

Rarity (main - side)

10 - 2 Mythic Rares

37 - 7 Rares

6 - 6 Uncommons

4 - 0 Commons

Cards 61
Avg. CMC 2.87
Tokens Copy Clone, Elemental */* GW, Thopter 1/1 C
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