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Blood Bridge, based on an idea from Saffron Olive.

Two of the worst hate cards in Modern magic, Blood Moon and Ensnaring Bridge, now as a 4 of for more flavor!

The goal is fairly straightforward: Slam a Blood Moon down on T1 and prepare for possible saltiness. The deck is built to do this often on T1, and regularly on T2.

T1 Play: Mountain, exile Simian Spirit Guide for , Pyretic Ritual or Desperate Ritual, Blood Moon.

T2 Play: Mountain, go, maybe Lightning Bolt their first creature. T2 Mountain, either Ritual, and Blood Moon.

Looking at the top decks of the meta, most decks don't run more than 2-3 basic lands with the plan to fetch them out should a Blood Moon become an issue on T3+. Slamming that Blood Moon down on T1 though negates this option and makes it very hard to catch up against. At this point, the bet is on that you can finish them off with a Koth emblem/burn faster than they can get through their deck to find any of these basics. Granted, some decks fair fine (Affinity/Merfolk/etc) because of being mono-colored or running mana rocks.

Plan B against these mono-colored decks is Ensnaring Bridge instead of Moon. For a deck like Merfolk that runs a lot of Lord effects, it actually helps make the Bridge go live faster because of all the pump their creatures get. Once Bridge is live, we can kill their creatures with bolts/koth emblems to secure the battlefield and then burn our opponents out.

Probably the worst matchup to face though is a deck that doesn't care about either Blood Moon or Bridge, and that's Burn. Naya Burn (featuring Atarka's Command and Boros Charm) is somewhat turned off by Blood Moon, but they pack plenty of other burn with Lightning Bolt/ Rift Bolt /Skullcrack and others. While a difficult match, it's not entirely impossible.

Magus of the Moon: Blood Moons five, six, and seven. More susceptible to removal, still hard to deal with on T1. While it can attack, I've never swung out with them.

Simian Spirit Guide: Mana enabler for the T1 Blood Moon, it can be hard cast late game for defense, almost never used for attack.
Desperate Ritual: Mana acceleration to drop a T1 Blood Moon effect or an Ensnaring Bridge. Can also be used to get into a fast planeswalker, though this play is obviously not as good.

Pyretic Ritual: Same use as Desperate Ritual.

Lightning Bolt: Good old bolts. Used to kill their creatures or go to the dome for 3 damage.

Magma Jet: Strictly better than Shock, the ability to Scry 2 and do to damage for 2 mana is pretty good, and that scry helps us find the cards we need depending on board state.Anger of the Gods: While there are other board wiping effects, 3 damage for 3 mana is pretty good, but the ability to exile the creatures can be fairly relevant against recursive decks.
Relic of Progenitus: With graveyard decks still seeing play, this is a nice tool to remove things from the graveyard slowly, or remove all things from the graveyard and draw a card.

Ensnaring Bridge:The card creature decks hate. With all the ritual effects, it is fairly easy to go to 0 cards in hand quite rapidly and make it so no one gets to attack. It does effect everyone so any creatures we have (or 4/4 Mountains off Koth) can't attack either.

Blood Moon: The card I love to hate. Getting this down on T1/T2 against a lot of the decks in the meta pretty much means GG. A lot of decks don't run a ton of basics and plan to fetch for basics against blood moons. Dropping this so early pretty much negates getting any basic lands of fetches and having to play around it from the beginning. While not insurmountable, it's fairly damning.
Chandra, Pyromaster : Almost always using her for her 0 ability to thin through the deck to find Koth or other useful spells. Her +1 is good crowd control for 1 toughness creatures, and can potentially ping an opponent to death. Her -7 is good with the burn in the deck, but almost never get to see it because of using her 0 mostly.

Koth of the Hammer: Koth? In Modern? Yes. His emblem is the goal here, getting that out and sitting behind a Blood Moon or a Bridge means we get to ping players/creatures all day. His +1 can be moderately useful for damage if no bridge is out. his -2 is also useful to accelerate and drop both him and a blood moon or a bridge together.
Anger of the Gods: Extra wipe against creature feature decks

Damping Matrix: Useful against decks like Affinity, or creature feature decks that use a lot of utility creatures. Basically, the Stony Silence that this deck can run.

Peak Eruption : Generally useful with Blood Moon as now all non-basics are mountains, this is specifically in here for the Burn/Twin matchup as they tend to run a fair amount of basics.

Relic of Progenitus: An extra copy for grave recursion decks.

Rending Volley : Useful against control (looking at you U/W Emeria), the ability to instant kill a white/blue creature is also good against twin decks to kill a Pestermite or Deceiver Exarch before they go off.

Roast: Generally good removal vs. midrange decks. Can usually kill off a 'Goyf before it gets too big.

Shattering Spree: Artifact removal that can be copied. Good vs. Affinity, also helps reign in other decks that use Artifacts as their combo pieces.

Vandalblast: Originally 3 of, now 1 of and 2 Sprees. The overload cost is a bit costlier than casting and copying Spree a few times, but its ability to get around hexproof is nice (should that become a problem).

Still testing and tweaking this deck, any suggestions/insights greatly appreciated!

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Wasn't able to pilot the deck due to being under the weather, let a good friend who has had interest in it take it for a spin. Overall he said he had a blast playing it, and gave me a synopsis of his matches.

Game 1, T2 Blood Moon, T3 Koth, T4 Chandra seals the match. Game 2 opponent sided in Pia and Kira Nalaar to get around blood moon. Sided in Anger of the Gods and both Dampening matrix. T1 Blood moon, stall on mana for a few turns, stabalize at 7 lfe and using 2 chandras to shoot down the army of thopters. Land a koth and push 4/4 mountain damage through his blocker with chandra pings.
First game goes badly, even with an early blood moon. Games 2 and 3, all the artifact hate got boarded in, +1 Witchbane and +1 Anger of the Gods. Boarded out all moon effects but 2, all relic of progenitus. Hide behind dampening pulse and ensaring bridge to grind wins out. Game 2, singleton Witchbane orb nerfs their Ghirapur AEther Grid. Game 3, Chandra ultimate into lightning bolt seals the deal.
Mull to 6 on the play and 5 on the draw. Stuck on lands both games and never got past 2 found rituals but no gas to do anything with them. Stuck a bridge but immediately abrupt decayed. A lot of hand disruption.
Game 1 should have scooped but tried to grind it out. Burnt a lot of time on the clock, eventually got overrun with tokens. Game 2 boarded out all moons for more removal, resolved ensnaring bridge and koth emblem with 11 mountains. Opponent is empty handed but refuses to scoop, despite not being able to attack and koth burning through their lifegain to what would have killed them. Went the full 50 minutes.

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Revision 5 See all

(8 years ago)

Date added 8 years
Last updated 8 years
Legality

This deck is not Modern legal.

Rarity (main - side)

10 - 0 Mythic Rares

9 - 7 Rares

13 - 8 Uncommons

8 - 0 Commons

Cards 60
Avg. CMC 2.58
Folders Current Modern Decks, BB, Fart Smelling Teenage Sister, Ideas, modern worthy decks
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