Sideboard


Heliod Company in Historic. Not trying to reinvent the wheel here, but my contribution as it were is that Cleric Class is pretty good in this shell. At base level you gain more life in a lifegain deck. At level 2 it is a combo piece and also a midrange engine enabler. At level 3 it revives a creature, which can be a second combo piece or interaction. Seems pretty good to me.

Let's go over the list. I stole the mana base from a winning list, they were on a lot of basics and fewer utility lands excluding Lair of the Hydra. These were in my list before I started looking for samples.

4x Heliod is obligatory. I wanted to run 3 Cleric Class for more consistency in our combos and better grind game. It might be held down by not being a hit off of CoCo and costing 5-10 mana to do its job, but the grind off of this card is real, and it makes interrupting the combo a lot harder if one of the pieces summons the other from the GY. I didn't want more than 3 of these, the full playset will make them feel more bricky.

We have 10 "Soul Sister" effects. Soul Warden, Prosperous Innkeeper, and a couple Daxos, Blessed by the Sun. Of these Daxos is the least interesting and Innkeeper is the most interesting, and Warden is just a classic. I think having 10 is just right, I'm not playing this deck to be a midrange deck with a combo back-up plan, I'm playing it to combo off and have a midrange back-up plan. Redundancy is important.

4x Scurry Oak is the last combo piece, and usually the piece you cast last. Collected Company is important, because it can find you 2 of your 3 combo pieces at instant speed, it's the reason Heliod Company is so good in Modern, and even with 1 more combo piece T4 combos are pretty common.

There's space after that, but hold up. 4x Skyclave Apparition and 4x Elite Spellbinder seem obligatory. You have the Cocos to make these instant speed interruptions with some luck, and that's cool, but also these are just based interactive creatures your Selesnya Historic list should always consider, and there's no reason not to run them here. Good removal is good, perfect information is perfect, and these play well with a "Death and Taxes" back-up plan in the sideboard.

2x Esper Sentinel seemed like a good call. It is a 3 card combo where all 3 pieces have to stay on the field, we're gonna want to draw some cards. In a bad matchup these are dead, which I why I think 2 main feels fine, but the other pair are in the sideboard for the matchups that these slaughter in force. It's a good card.

2x Scavenging Ooze are here for maindeck grave hate and a potential win-con. The card is just good, even in a white based deck, and I'd prefer to run grave hate that is also a little threatening. It also gains me life and puts a counter on itself, so it is doing some things the deck cares about. Be careful about exiling your own graveyard, since Cleric Class means you want to leave Sisters or an Oak in the bin if possible, particularly the Oak. Still, sometimes a big beefy Ooze is exactly what the situation calls for regardless.

Sideboard includes some more D/T staples, a Yasharn for Sac, a couple Knight of Autumn for being powerful flexible hate on artifacts and enchantments, and then an assortment of more flexible removal. Seems like a solid plan.

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Casual

91% Competitive

Date added 2 years
Last updated 2 years
Legality

This deck is Historic legal.

Rarity (main - side)

4 - 1 Mythic Rares

28 - 14 Rares

13 - 0 Uncommons

4 - 0 Commons

Cards 60
Avg. CMC 2.41
Tokens Clue, Illusion */* U, Squirrel 1/1 G, Treasure
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