Sideboard


Maybeboard


RUG Midrange(/Moon/Narset).

The Blood Moon, Werewolves, and Narset all come together to make your opponent have a BAD TIME

Our goal is to out tempo our opponent and then play mean cards like Blood Moon and Day's Undoing + Narset, Parter of Veils to shut out our opponent from even playing the game.

Work in Progress and open to criticisms and feedback!

Obviously out tempoing our opponent out makes even a Snapcaster Mage a "threat". However, each creature has a more direct purpose in the deck than just hitting our opponent. So hopefully showing the differences here will make it clear which is meant to be for hitting and which is meant for some other value.

Threats

  • Hexdrinker - Gives us a dump for any and all extra mana to ensure we are being efficient each turn. This is Dragon's Rage Channeler because we don't want to rely heavily on the graveyard. We already have Snapcaster Mages and we want to make sure our opponent can't bring in only a few cards to disrupt our gameplan.
  • Huntmaster of the Fells   - This is a pet card of mine and has historically made its way into RUG lists. I don't think its optimal, but I play RUG to play counter spells and Huntmaster :)

Tech + Disruption

  • Endurance - Helps mainboard against mill, turns off delirium, and blanks dredge and living end build up.
  • Subtlety - Stops oppressive planeswalkers from sticking and large impact ETB triggers. This is basically an additional 2 counterspells for the deck. Ideally you play this as a creature after casting Remand early game.
  • Vendilion Clique - Great Synergy with Narset, Parter of Veils and ensures we can strip our opponents best cards while not playing black.

Value

  • Snapcaster Mage - Flashing back remands is so powerful on any large plays and still being able to draw cards I love it. This card is so versatile and powerful I don't really feel a need to justify it here.
  • Fury - To round out our Elemental package, we can use Fury to two for 1 our opponents by splitting up damage between any on board walkers or creatures.

We play three different walkers:

  • Narset, Parter of Veils - This card not only helps stop our opponents from getting any additional card advantage, but also gives us card advantage. This also pairs well with our Vendillion Clique and to add insult to injury we play a 1-of Day's Undoing on the chance that we can literally shut our opponent out of the game near entirely.

  • The Royal Scions - This actually provides quite a unique flex spot in our deck. Cycling extra Blood Moons is quite nice while also being able to search out any answers our threats needed. Additionally the extra +1 ability to give our creatures +2, First Strike, and Trample means that 1 creature immediately becomes a solid clock that is a pain to block.

  • Arlinn, the Pack's Hope   - I fell in love with this card back when it was just Arlinn Kord  . I love the theme and the resemblance to Huntmaster made me just want to play the heck out of it. This is a threat during Night, token generator + flashy creatures during day, and still an on board walker for continuous value. The one awful thing I see with this is its death to removal. The Day side for the wolves doesn't feel as bad as we still have some bodies, but the night side getting destroyed in response to becoming a creature will feel awful. (Cries in Unholy Heat)

This section is by far the biggest as I think figuring out what to play here is the hardest part. Some lists in this archetype go the full control route with bulk counterspells. However, since we are a Blood Moon deck with 3 colors, we don't really want spells. These spells are probably the hardest part to get right.

However, the biggest thing I think each of the spells tries to accomplish is some sort of card advantage. Every card except Lightning Bolt draws a card in addition to its effect.

DISCLAIMER: This is the first time I've played with Snapcaster Mage. My main thought behind not having really any 4-ofs is because I'm hoping Snap caster will be that versatile and if needed 3rd, 4th, or 5th copy of a card.

Instants

  • Prismari Command - This is a multipurpose tool. Each effect has its own merit and situation. Treasure in case we need a double color and don't have it for blood moon, ping a small creature, ARTIFACT REMOVAL, and cycling dead cards in hand. ALthough this card does a lot, it can be meta dependent. This is probably the most likely card to get changed for something else.

  • Remand - Prolongs a threat until we can find an answer our outpace it. Sometimes a literal timewalk, and there are some even fun interactions when we Remand something, then Blood Moon so it can't be cast anymore or Fire / Ice lands.

  • Lightning Bolt - Lightning Bolt.

  • Mana Leak - Not Counterspell? We are three colors and playing Blood Moon so we can only be SO greedy with what we are playing and not shoot ourselves in the foot.

  • Fire / Ice - This started as a 4-of in the deck but slowly got cut down. I think some number of these and Bolts is correct. Overall, I want to see this card only in specific situations so I felt like the cut down wasn't uncalled for.

  • Opt - Instant speed cantrip with scry. It's a staple in most lists for sure. My only consideratiosns for this card were the new Consider and Serum Visions. It seems like SV doesn't make the cut because of its sorcery speed, but is quite powerful in helping us hit lands and answers earlier and more reliably. Consider for Snapcaster Mage synergy but thats it. I'd be interested to hear opinions on this one.

  • Spell Pierce - Flex spot counterspell. This could be a variety of things and is more personal choice. The main thing is that this spot should be some sort of interaction. The initial build had issues with not interacting early enough so this was an attempt to change that.

Sorceries

  • Day's Undoing - This is purely a Hail Mary card that you'd probably play 1 in like 7 games seriously. Pairing this with Narset, Parter of Veils should pretty much end the game on the spot as long as your opponent is not in a dominating board position. In the worst case we use Prismari Command or The Royal Scions to cycle the card out of our hand.

Blood Moon

This card is so dominating in some matchups and so dead in others. This mainboard is most likely a meta choice overall. But I believe most of the time this should take some decks off guard for game 1 since we are three colors ourselves.

But this deck was born from attacking our opponent at many different angles. Small creatures, Tempo domination, Narset shenangians, and Blood Moon. Luckily, like we've seen previously, this card isn't a total loss if its in a dead matchup. We can pitch it to Fury or cycle it with The Royal Scions and Prismari Command.

Play more or less depending on your meta :)

I am least confident in this section. I know we need basics. The double for Endurance is the most annoying part but I feel like mainboard Graveyard hate feels mandatory in the overall meta of Modern. Scavenging Ooze gonna make a big comeback??
Currently the sideboard is in limbo until the mainboard is super solidified

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Casual

100% Competitive

Revision 17 See all

(2 years ago)

-1 Counterspell main
+1 Steam Vents main
+1 Subtlety main
-1 Verdant Command side
+1 Wooded Foothills main
Top Ranked
  • Achieved #39 position overall 2 years ago
  • Achieved #31 position in Modern 2 years ago
  • Achieved #1 position in Modern RUG (Temur) 2 years ago
Date added 2 years
Last updated 2 years
Key combos
Legality

This deck is Modern legal.

Rarity (main - side)

12 - 4 Mythic Rares

30 - 5 Rares

10 - 6 Uncommons

1 - 0 Commons

Cards 60
Avg. CMC 2.29
Tokens Day, Night, Treasure, Wolf 2/2 G
Folders Competitive Testing, Temur
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