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Infectious Enchantments. Ever been killed by a fox with infect?

Starting with Esper Sentinel as a one drop creature and card draw moving into Light-Paws, Emperor's Voice and Kor Spiritdancer to power out more auras. Phyresis and Glistening Oil present a special surprise.

Kor Spiritdancer: The classic. We draw when aura's are cast. Auras give spiritdancer an additional +2/+2. A real win/win. This can get out of hand fast.

Light-Paws, Emperor's Voice: ETB enchantment fetching, Light-Paws encourages us to have more unique auras in the deck to fetch things. Also since it fires on ETB, it works when returning Gryff's Boon from the graveyard as well. Light-Paws puts in a lot of work in this deck.

Sram, Senior Edificer: The lesser of the 3 main creatures but not to be undersold. Free card draw is free card draw.

Esper Sentinel: Our early 1-drop, sentinel can cause a headache for the opponent by adding to our cards early. This can be buffer to make the the opponent must pay bigger, but generally those resources are better saved for Spiritdancer or Light-Paws.

All That Glitters & Ethereal Armor: These are 4 offs. The power the deck and lead to very quick gains.

Phyresis && Glistening Oil: While this used to be a surprise alt win condition, thanks to Light-Paws it has really become a lot more of the consistent win condition. It being fetchable makes everything need to do half as much damage.

Hyena Umbra: As white enchantments, we lack a bit of what and bring with Boggles - hexproof. To counter that, we rely on Hyena Umbra as our creature protection.

Daybreak Coronet: The perfect follow up fetch for Light-Paws, the target being enchanted is hardly a restriction. Good for size of course, but also vigilance and lifelink can help to stabilise the board when necessary.

Gryff's Boon: Evasion. Provides flying so our big infect creatures can hit their mark.

Triclopean Sight: A one off, +1/+1 and vigilance while untapping the creature at instant speed is good, but the power really shows with the ability for Light-Paws to fetch something like Phyresis or Daybreak Coronet in response to board decisions.

On Thin Ice: Our core creature removal, but also an aura. Super cheap at and triggers all 3 aura triggered creatures.

Karametra's Blessing: Surprise buffs offensively, surprise indestructible and hexproof defensively, aside from the umbras these are our other main form of creature protection.

Inkmoth Nexus: We have the ability to handle some colorless land, so adding the inkmoths can give us enough hard-to-kill infect creatures to finish the job when needed.

Damn: Early sorcery speed creature removal turned later wrath, this can be sided in again creature heavy decks

Mirran Crusader: Siding in against targeted removal or excessive blockers in or , this offers protection against both. Double-Strike is just a bonus here.

Sanctifier en-Vec: Protection from and against targeted removal, this can also really shut down their graveyards.

Nevermore: Whether it be Smallpox, Chalice of the Void, or anything else, this can shut down key pieces of decks that are difficult to target in other ways.

Stony Silence: We don't really run any artifacts with activation, so this can be perfect to shut down artifact decks. We only run one, but if needed it pairs well with Suppression Field.

Suppression Field: An all star, this can slow down any deck. As with Stony Silence, we just don't really have much in the deck that has activated abilities, so although this is a balanced effect - it doesn't really affect us.

Vanishing Verse: So many mono-colored threats. Instant speed. Exile instead of destroy, these can be sided in once you spot the mono colored chink in their armor. Or maybe just a pesky phoenix or vengevine.

Wheel of Sun and Moon: Excellent delver and reanimator tech, Wheel of Sun and Moon is also an aura, triggering our wonderful creatures to give us cards.

Double Cleave: A one off could really throw a surprise infect win.

Loran's Escape: This feels better than Karametra's Blessing but i'll have to see how it plays. All things considered, maybe going up to 6 hexproof spells may be the way to go

Military Discipline: One mana flash aura as a combat trick?

Raffine's Guidance: Could trigger aura payoffs multiple times, another 1 drop to search for.

Suggestions

Updates Add

A new card - Loran's Escape. I think this can replace Karametra's Blessing. It will always add protection and we need all the card fixing we can get. While we lose the +2/+2, that was always a bit of a side effect rather than the main intention and blessing's failure to protect unenchanted creatures was alway a huge weakness.

I have 2 escapes now and will add 2 more.

Rethinking the protection spells, I am considering going up to a total of 6 protection spells, but i'm not sure where they would slot. But maybe 3 escape and 3 Emerge Unscathed or Gods Willing? maybe 4 & 2?

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Casual

98% Competitive

Revision 5 See all

(1 year ago)

-2 Karametra's Blessing main
+2 Loran's Escape main
Top Ranked
  • Achieved #103 position overall 2 years ago
  • Achieved #47 position in Modern 2 years ago
  • Achieved #1 position in Modern WB (Orzhov) 2 years ago
Date added 2 years
Last updated 1 year
Legality

This deck is Modern legal.

Rarity (main - side)

29 - 13 Rares

3 - 2 Uncommons

19 - 0 Commons

Cards 60
Avg. CMC 1.48
Folders Standard, Good Modern decks, fun decks to use, Active Decks
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