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Hexdrinker/Finale/Tooth and Nail Modern v2

Modern Mono-Green

becks16

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V2

OK so you want to use Hexdrinker in Modern but its so damn slow at 9 CMC so what do you do?

You play hyper-ramp.

Your goal is to load your basic forests with 2-3 enchantments ( Utopia Sprawl / Overgrowth ) and use untap mechanics of Arbor Elf , Voyaging Satyr , or Garruk Wildspeaker , to ramp into a maxed out Hexdrinker (though it will not be the end of the world if your Hex is not out or maxed (see below)) followed by a finisher in Tooth and Nail or Finale of Devastation .

There are essentially 4 situations you can get yourself into when casting one of our finishers (from best to worst case).

  1. (BEST/EASIEST CASE) Hexdrinker is maxed AND you have Tooth and Nail and 9 free mana: Search and play 2 God-Eternal Rhonas to buff Hex to 24 unblockable power, protection from everything

  2. Hexdrinker is maxed AND you have Finale of Devastation and 12 free mana: Search and play God-Eternal Rhonas to buff Hex to 32 unblockable power, protection from everything

  3. Hexdrinker is NOT maxed AND you have Finale of Devastation and 12 free mana: Search and play Progenitus to give a 20/20 haste, unblockable, protection from everything creature

  4. Hexdrinker is NOT maxed AND you have Tooth and Nail and 9 free mana: (if you have at least 2 other creatures already on board, which you likely will) Search and play Emrakul, the Aeons Torn and Xenagos, God of Revels to get a 30/30, haste, anihilator 6, flying, protection from colored creatures on the board (lethal, but blockable by flying artifacts)

The deck is very weak to early removal of an Arbor Elf / Voyaging Satyr . Since every mana counts when trying to get to turn 3/4 win, mana for protection is very limited. Primal Command is used as a deterrent for one turn (healing, bouncing a permanent, etc), while Vines of Vastwood / Lightning Greaves are our protection.

NOW FOR THE HARDEST PART OF EACH MATCH: you shuffle your deck, draw 7, and its time to decide on mulligan... here are a few guidelines. Rule of thumb, more than 2/3 forests is not great. No land enchants is no bueno. No untappers is bad. Too many big creatures/finishers is bad. (You NEVER want Progenitus in hand, guaranteed mull unless you have tooth and nail too) Here are a few really good examples of "keep" hands.

Ideal hand: 2 Forests, 2 Arbor Elf , 1 Utopia Sprawl , 1 Overgrowth , Finale of Devastation / Tooth and Nail

T1 - Forest + Arbor Elf

T2 - Forest + Utopia Sprawl + Arbor Elf + Overgrowth

T3 - Finale of Devastation for x = 11 -> Progenitus = a 21/21 haste protection from everything

OR

T3 - Tooth and Nail -> Emrakul, the Aeons Torn and Xenagos, God of Revels = a 30/30, haste, anihilator 6, flying, protection from colored creatures on the board (lethal, but blockable by flying artifacts)

Another ideal hand + first few draws: 2 Forests, 2 Arbor Elf , 1 Utopia Sprawl , 1 Hexdrinker , and 1 Finale of Devastation / Tooth and Nail + draw into 1 Voyaging Satyr and 1 Utopia Sprawl

T1 - Forest + Arbor Elf

T2 - Forest + Utopia Sprawl + Arbor Elf + Voyaging Satyr

T3 - Utopia Sprawl + Hexdrinker (up to level 8)

T4 - Finale of Devastation for x = 11 -> Progenitus = 21/21 unblockable, protection from everything Progenitus, and a 17/17 unblockable, protection from everything Hexdrinker

OR

T4 - Tooth and Nail -> God-Eternal Rhonas x 2 = a 24 power unblockable, protection from everything Hexdrinker (with vigilance)

Let me know what you think, I would love to hear some feedback.

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Casual

100% Competitive

Top Ranked
Date added 2 months
Last updated 1 week
Legality

This deck is Modern legal.

Cards 60
Avg. CMC 3.16
Tokens 3/3 Beast
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Revision 8 See all

1 week ago)

+2 Veil of Summer maybe