I'm sorry, Dave. I'm afraid you can't do that.

Modern JexInfinite

SCORE: 803 | 357 COMMENTS | 71941 VIEWS | IN 168 FOLDERS


400 points —Nov. 24, 2015

Currently the 8th highest modern deck, and the 2nd highest non-gimmicky modern deck on TO. Thanks to Kiivuhl for the 400th upvote, and thanks to all you control freaks for not letting Dave do anything. Screw you, Dave.

Wolfgang69 says... #1

Don't you think running Path to exile and mana leak both in the main board is a little bad mixing? I mean path gives them more land to pay for leak I think it's a bit counter productive No pun intended

September 24, 2015 3:29 p.m.

Sabertooth91 says... #2

What do you think of Crumble to Dust?

November 6, 2015 6:31 a.m.

JexInfinite says... #3

Sabertooth91 I like it vs Tron. My meta doesn't have much Tron, so I don't need to worry about it. At a large event, I'd definitely pack 1 out of respect. Generally, at the LGS I'd just concede that tron is a bad matchup, and not use any sideboard slots against it.

November 6, 2015 6:47 a.m.

Kjartan says... #4

JexInfinite Tron is not such a bad machup.

November 6, 2015 11:58 a.m.

ChiefBell says... #5

Yes it is. If the game goes long they cast Emrakul and auto win. It's a horrible matchup for a control deck that has no quick ways to win.

November 6, 2015 1:23 p.m.

Kjartan says... #6

ChiefBell It's not a good mach up, but you have a good shot a it. I beat it more often than I don't.

Often 2-0, thought mostly 2-1.

November 6, 2015 4:13 p.m.

JexInfinite says... #7

Kjartan ChiefBell Tron is a pretty miserable matchup. You need to play really aggressively with burn spells and Snaps for any hope of winning. If I saw a heap of it, I wouldn't be running this deck, but at the moment I've seen none at all. Crumble to Dust is probably a 2 of if you want to include it. We can stop a T3 Karn pretty easily, and proceed to screw their mana over.

November 6, 2015 8:01 p.m.

Sabertooth2091 says... #8

JexInfinite what do you think of the this list. You got a great list +1 from me. [http://tappedout.net/mtg-decks/06-11-15-jeskai-control/]

November 6, 2015 8:26 p.m.

If you need more later spels/diversification I could see a singleton Ojutai's Command. It can get back Snapcasters to hit another spell, Skites if you need to redirect something, it counters stuff, and, at worst, it can cantrip and draw you a card.

Good list tho.

November 7, 2015 1:38 p.m. Edited.

JexInfinite says... #10

SwaggyMcSwagglepants Ojutai's Command is just a worse Cryptic Command. It doesn't get back Snaps, but every mode is relevant at every point of the game, which is more than I can say for O Command. Cryptic can be proactive, and reactive. As far as late game goes, we just need lots of things to do, which is what makes Electrolyze incredibly good. Chaining burn spells will end the game incredibly quick.

November 7, 2015 8:10 p.m.

Hey JexInfinite it has ben a while since I ask you of what you think of my current UWR Control deck so here it is. http://tappedout.net/mtg-decks/uwr-fucks-every-bodies-day-up/ But I think that you need drop 1 Island for 1 Hallowed Fountain.

November 21, 2015 7:53 a.m.

JexInfinite says... #12

Sabertooth2091 I've had no issue with 4 shocks. Running 4 Colonnades definitely strengthens the UW lands, and you can always fetch a Sacred Foundry if you need white. I like to aggressively fetch basics once I've got my important shocks out, and running 9 fetches means I will pretty much always have the right mana. Running 2 Islands and 5 shocks may work out just as well, but I do quite like to get my swole Euro islands to show off during the games.

Back on topic of coloured mana, I have 20 blue mana, 16 white mana, and 14 red mana. Changing the white from 16 to 17 is quite inconsequential, and is a smaller change than if I were to go from 14 to 15 red mana. If we factor in the card draw, the mana is incredibly consistent, and you will almost always have good mana in every game. Running 4 or 5 shocks makes almost no difference, but running 4 or 5 basics does, since it gives you an out to Blood Moon (which is not even very meta anymore). Still, fetching basics allows you to keep 2 extra life points, and play in such a way that your opponent has more things to think about. Leaving up a Scalding Tarn could mean you're splashing a colour, you want to draw more land, or want to retain that 1 extra life. All of these are good to riddle the opponent with, while still giving you the option you just fetch a tapped shock.

November 21, 2015 8:22 a.m.

kengiczar says... #13

What do you most typically have to side in Wear / Tear for? I have one in my Mardu sideboard but it feels unwarranted in general, though I don't have much experience so I can't say for sure.

November 22, 2015 3:47 a.m.

JexInfinite says... #14

kengiczar Affinity, Bogles, and just random decks. Good against Merfolk, random Spellskites, random Blood Moons. Looking on it, Merfolk is probably the best match for it. It hits Vial and Spreading Seas, which is very important. The best thing about Wear/Tear is that it's so versatile, that it'll rarely be a dead sideboard card. Works well against Amulet Bloom, too.

November 22, 2015 3:56 a.m.

kengiczar says... #15

Getting rid of an AEther Vial would certainly feel good. I'll do some testing vs merfolk and see if I need it.

November 22, 2015 4 a.m.