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I Summon Forth the Spirit of SaffronOlive!

Modern* BGW (Abzan, Junk) Combo Tempo

LeMonado


Sideboard


Maybeboard

Enchantment (1)


Obviously inspired by SaffronOlive's list. I'm dropping blue, since it was only there for Mulldrifter .

This is...a weird combo/tempo deck that seeks to overwhelm the opponent with value rather than some game-winning combination.

Consistency

Commune with the Gods : It helps us find our namesake card, or allows us to pseudo-fetch for an important creature. As an added bonus, it fuels the graveyard for Eternal Witness or Seance .

Satyr Wayfinder : In the early game, it just does a good job at ensuring that our mana pool never dries up. It is a 1/1 body, which can chump or get in for some small damage against slower decks. Once Seance is dropped, one of these can be targeted first to refuel the graveyard to ensure that the enchantment never blanks.

Wall of Omens : So, in SaffronOlive's build, Mulldrifters could put in SO much work at stacking up card advantage. The issue with that list was that it was running blue JUST so it could jam the flying fish. That makes it weaker to Blood Moon as well as aggressive decks that prey on the damage that we would be taking from our own manabase. Now that I've mulled it over and drifted away from blue, the deck is missing a bit of card advantage that a fourth Wall attempts to restore. Optimally, we should Seance it back on our OPPONENT'S turn to let it draw us a card and also block something.

Gamewinning Seance Targets

Siege Rhino is a win condition in and of itself. While having one of these in grave is nice for a free drain, it's even better to just keep swinging until they eventually answer it. At that point, Seancing it back ensures that we get full value out of the card.

Fulminator Mage : Do you remember that one matchup where Seth resolved 6 Fulminator activations in a game? Yeah, this plus Eternal Witness and Seance turns the deck into Ponza with more value to back it up. Tron, U/W Emeria, Scapeshift, or Eldrazi matchups are so much easier to overcome when you can destroy 3-6 lands without having to sideboard.

Eternal Witness : It sounds weird to say that THIS is a gamewinning card. Still, it's impossible to ignore the sheer amount of value that the deck amasses by recurring our non-creature spells. Having a green Snapcaster Mage is cool, but so is Seancing it back to double-up on the value engine.

Removal Package

Fatal Push : While the original list ran Paths main with these in the sideboard, that list was also made when Push was still a relatively new card. Now that it has had a chance to prove itself as one of, if not the best removal in the format, I feel confident in slotting it in Path's place. The Revolt trigger is almost always online thanks to fetchlands AND the ability to cast it when our Seance token melts at the end of the turn.

Inquisition of Kozilek : Both this and Push can be brought back with Eternal Witness. When the deck can consistently resolve 4-8 of its removal package without ever having to draw into that many copies, most decks cannot overcome the doubling or tripling of a single card. I'm running Inquisition over Thoughtseize mainly due to the monetary cost, but it's also a matter of not pinging ourselves for 6 damage from a single card over the course of a game. At that point we risk being blown out by top-deck burn spells or wide strategies that amass more threats for the deck to deal with quickly. I'd rather resolve 3-6 Inquisitions, ensure that they never have 1-3 drops, and not lose any life than to take two 3+ mana spells across those same 3-6 Thoughtseizes but take away 6-12 of our own life total in the process.

Shriekmaw : It's a Doom Blade , especially considering that we almost always evoke it. However, unlike Doom Blade, Seance can return it to the battlefield to, once again, double up on the value.

The Rest

Kitchen Finks : It's just one of the best creatures to run. It threatens the opponent's life total, can block twice, and gains us a total of four life in the process. Yes, we can Seance it back as a blocker, but that's only a great plan when there is nothing else to bring back.

Restoration Angel : She blanks our opponent's removal, provides a clock, and can be brought back to add up value on our Siege Rhinos or Eternal Witnesses.

Qasali Pridemage : A maindeck answer to Chalice of the Void Blood Moon that isn't entirely useless if those targets don't ever hit the field.

Wrath of God : Just a good way to deal with wide strategies like B/W tokens or Naya Zoo. It also has this weird symmetrical abusing effect where we can use it as an means to Seance back our own creatures to amass further value off of the board wipe.

Matchups

As I have not played this deck, this is purely conjecture.

Scapeshift (70-30 - major advantage): We don't have inevitability, but we also have the ability to resolve 6 Fulminator activations in a game. They cannot compete with this, and post-board it's even worse for them. If this list runs Thoughtseize , then it's even better.

Bogles (40-60 - disadvantage): Our only way of winning is a turn one Inquisition. Otherwise all of our disruption is blanked, and we can't win without a decent finisher.

Grixis Shadow (60-40 - advantage): This deck preys on midrange and control decks due to how much value we can get off of our spells. We can Seance to chump Shadow or Goyf to oblivion and back, and our removal is always relevant against them. Stubborn Denial is a bit problematic when we try to play Seance, but I think that it's easy to bait out with Fatal Pushes and Shriekmaws. It's a meta call, but I think that Seance is a good deck to bring to a meta full of Grixis Shadow.

Affinity (25-75 - unwinnable): Inquisition does nothing, Fulminator does nothing. Our best bet is to draw into enough removal that we can stall to Eternal Witness back our removal and Seance back our Eternal Witness to triple-up on removal. Wrath is also a good bet. That ain't gonna happen often. Post-board also seems tough, but at least we have Stony Silence and Wraths to bring in.

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Revision 10 See all

(2 years ago)

+4 Bone Shards main
-1 Collective Brutality main
-3 Fatal Push main
+2 Grist, the Hunger Tide main
-3 Witherbloom Command main
Date added 7 years
Last updated 2 years
Exclude colors R
Legality

This deck is Modern legal.

Rarity (main - side)

6 - 0 Mythic Rares

27 - 8 Rares

15 - 3 Uncommons

3 - 5 Commons

Cards 60
Avg. CMC 3.05
Tokens Centaur 3/3 G, Copy Clone, Insect 1/1 BG, Knight 2/2 W w/ Vigilance, Rhino 4/4 G, Squirrel 1/1 G
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