Sideboard


This is a meant to be a very slow deck where the main focus is just stay alive. If you live long enough you can win through a few cards but there's nothing I want to jam on the field and pray. I want to wait until I can protect it. All advice welcome even if I don't agree.

Partly I just like Esper more than UW. I don't run Inquisition of Kozilek or Thoughtseize because I just don't want them in this deck. I get why they're good but they aren't what I want to be doing. Esper Charm is more my speed but I don't run it either because I'm pretty heavy on my three drop slot.

Kaya's Guile I play in a very graveyard heavy meta and this unlike Rest in Peace doesn't make Snapcaster Mage worse. Snap is one of my all time favourite cards. Kaya's even against a deck that doesn't really care about it's graveyard still has modes that can matter, it's almost never a dead card and in the late game you can entwine it in your opponent's end step to just do a lot of stuff. Mainboard-able grave hate is phenomenal if you play somewhere you need it a lot. Other than that I think Obscura Charm is being pretty heavily underrated. Instant speed getting back Teferi, Time Raveler can be a blowout especially in a control mirror.

Snapcaster Mage it's snapcaster, I have blue. Might come down to a 3x but it'll always be here. I have a really hard time not running snaps in control.

Solitude I was pretty meh about this card for a while until I saw it played. It does hurt my wincon as I plan to win via damage but it's more unconditional removal and it has lifeline.

Kaya's Guile versatile card that's never blank. Mainboard-able grave hate, life gain, and a way around hexproof if you need to play against boggles. Late game snap it with entwine can be great because it just does so much. Not always amazing, but almost never garbage.

Counterspell does this one need an explanation?

Archmage's Charm think of it like Esper Charm at worst 3 mana instant draw two. The other modes don't make it worse.

Memory Deluge card advantage and card advantage again.

Fatal Push hits most targets given that I run a lot of fetches, no downsides.

March of Otherworldly Light for one mana you can kill an Urza's Saga with it's first chapter trigger on the stack so they can't even tap it for mana. Other than that, this is a decent piece of flexible removal.

Dovin's Veto planeswalkers are annoying to deal with if they resolve. This says they can't. I am a little back and forth on this vs Fateful Absence but I think I have enough removal so more interaction with other non-creatures is what I decided for now.

Obscura Charm this card isn't amazing but I do think people aren't giving it credit. This let's you recur planeswalkers at instant speed, or kill them. Yeah it costs three mana but if it was two somehow then it would probably be too good. Modern is about efficiency quite often but as you stretch the game longer card power becomes more important than efficiency. I think this is worth the include for that reason.

Prismatic Ending can go 1 for 1 on mana against anything 4cmc and down. This is why I have the one Raugrin Triome.
Teferi, Time Raveler the static ability is all you need. The plus is also pretty good though.

Kaya, Orzhov Usurper this is another piece of mainboard grave hate but this is repeatable and better at controlling it over time than just one shot kill it all like Kaya's Guile. It serves as a win condition with the ult and having a good number of exile effects in the deck.

Teferi, Hero of Dominaria if you get the ult off and don't win there's a problem. The + is great for card advantage and makes anything sorcery speed hurt less.

Geist of Saint Traft this is for a threat that's hard to interact with. Good against control and murktide decks.

Dovin's Veto really good against control, negate just about everywhere else. Not always needed but can really shine when you want it. If I think of something else for this slot it'll probably come out.

Damn extra spot removal and a sweeper on the same card. I'd almost like to main it but I don't want a lot of sorceries.

Surgical Extraction gets rid of troublesome cards for good.

Anguished Unmaking if there's something hard to deal with that needs an answer this is it.

Solitude one extra copy if I might need it not really sure where I would but this is a flex slot ATM.

Teferi, Time Raveler against control or things like ur murktide T3feri is incredibly strong. Sometimes I miss the full playset main so I slid one into the side.

Ashiok, Dream Render extra grave hate and search hate. Pull it in against graveyard and primetime decks.

Jace, the Mind Sculptor I've played with it in this deck and I just don't think it has a place.

Cryptic Command I've gone back and forth with this and Archmage's Charm I'm still not 100% on it either way but I run a pretty land light deck for control so the 3 mana cost won me over.

Force of Negation if it was Force of Will the card disadvantage would be worth it but I'd rather have Dovin's Veto over this.

Drown in the Loch and Anticognition I run too much grave hate to play these cards. I actively want them to be bad.

This is a very heavy focus on control. Don't focus on winning focus on not losing.

It may be seen as a fault by a good number of people but this deck doesn't have a single clear endgame. As games go long you land something and make it stick. That's how it wins. To that end all that you need to do is keep your opponent off their endgame as long as possible so you get around to landing something. Don't use cards or mana you don't have a reason to. Don't counter a spell because just because you can.

deck-large:sultai-slow-2
Slow sultai midrange. Very direct game plan but lots answers to get it to go through.

deck-large:06-10-21-oiP-bant-stoneblade Quicker deck heavier focus on getting something out and more to get out. The one that's gotten the most attention so far but also the one closest to being abandoned. I have some things to test but if they don't work it's getting pulled apart.

23/03/22:
Just got back from a Modern event just about every deck likes it's yard making some changes for extra yard hate main and different hate side. This means that I can't run Anticognition or Drown in the Loch anymore. Also, none of the decks I saw went wide so I changed from Supreme Verdict to Damn and put them in the sideboard.

Decks I played against tonight or saw.
3x UR murktide
1x goblins combo
1x UW control
1x hammer time
1x infect
1x jank deck I don't actually know the name of.

-2 Anticognition
-2 Drown in the Loch
-2 Supreme Verdict
-1 Fatal Push
-1 Teferi, Hero of Dominaria
-2 Prismatic Ending
-1 Plains
-1 Island
-1 Watery Grave
-1 Celestial Colonnade
-2 Path to Exile
-1 Fateful Absence

+1 Eiganjo, Seat of the Empire
+2 Hall of Storm Giants
+1 Godless Shrine
+3 Delay
+2 Memory Deluge
+1 Kaya's Guile
+1 Kaya, Orzhov Usurper
+1 Teferi, Time Raveler
+2 Anguished Unmaking
+2 Sunset Revelry
+1 Shark Typhoon

25/03/22:
Delay is okay but only good with Teferi, Time Raveler. Murktide Regent is more of a tempo card than control, decided to just have more control and an extra Shark Typhoon. I like Sunset Revelry but tbh it is just kinda bad.

-3 Delay
-2 Murktide Regent
-2 Sunset Revelry

+1 Archmage's Charm
+1 Counterspell
+1 Shark Typhoon
+1 Otawara, Soaring City
+1 Path to Exile
+2 Dovin's Veto

28/03/22:
Found out I can have both Teferi's on the field at once now decided to move forward with the changes to my removal package I was testing.

-1 Eiganjo, Seat of the Empire -1 Hall of Storm Giants
-2 Dovin's Veto
-2 Kaya, Orzhov Usurper

+1 Raugrin Triome
+1 Teferi, Hero of Dominaria
+1 Archmage's Charm
+2 Path to Exile
+3 Prismatic Ending

02/04/22:
Changes to flush out the deck and add some versatility into the removal again. Kaya added back for an extra target for obscura.

+3 Prismatic Ending
+2 Fatal Push
+3 March of Otherworldly Light
+2 Obscura Charm
+2 Dovin's Veto +2 Kaya, Orzhov Usurper
+2 Kaya's Guile
+3 Solitude

This panel doesn't mean that I'm getting rid of the cards that are minus, it means I'm going back and forth between the two trying to figure out which variation I prefer. Often it'll be similar cards for similar cards just seeing what I do better with.

So this is probably going to be mostly about cappena spoilers until I see them all.

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Date added 4 years
Last updated 11 months
Exclude colors RG
Legality

This deck is Modern legal.

Rarity (main - side)

13 - 1 Mythic Rares

35 - 6 Rares

3 - 8 Uncommons

4 - 0 Commons

Cards 60
Avg. CMC 2.59
Tokens Emblem Teferi, Hero of Dominaria, Samurai 2/2 W, Shark */* U, Spirit 1/1 WB
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