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Lone Ranger 2.0

Modern Maverick

BambooNBrains


Sideboard


Maybeboard


Write up is a WIP, but here's the write up from an early iteration. That list is out of date but the opinion on individuals cards still holds up to some degree.

Inspired by Legacy Maverick (2012) and its growth into Punishing Maverick, I wanted to find a way to play Knight of the Reliquary without having to play combo with Coralhelm along with getting to play some cool interactions with cards like Scryb Ranger. Additionally, some of this is personal yearning but I feel that the Swords of _ & _ have been overlooked. Of course, they are not as strong without Stoneforge Mystic and Jitte is the best equipment to be playing (although also Banned in Modern), but from my play testing, this deck may be one of if not THE best deck to be playing some Swords.

To quote a legacy player "Maverick is one of the most agile mid-range deck in the format. Its agility came from tutors and silver bullet cards which can handle most situations faced in competitive play. Opposite to most constructions it’s focused on creatures not spells. It is a proactive approach and gives decent clocks which force opponent to act and change line of play."

==========// Mana Dorks //==========

4x Noble Hierarch

4x Birds of Paradise

  • 8 might seem like a lot but having 3 mana on turn 2 is incredibly important for the speed of this deck. This allows us to play our strong 3 drops as soon as possible such as Knight, Tireless Tracker, Ramunap, Trophy Mage, or Aven Mindcensor. Additionally, we have powerful 2 drops letting us keep mana up for Path, save some life off shocklands, or play another dork to get us closer to a big Chord.

In regards to Noble Hierarch and her price for the last few months. She is a must for this deck. You can do a budget list with Llanowar Elves or Avacyn's Pilgrim but truly, that Exalted trigger is game changing for a deck like this. That Exalted trigger is even more important if playing some 'fight' cards that I'll go over later.

==========// Core //==========

4x Knight of the Reliquary

  • The card that embodies the core concept of the deck. Proactive aggressive plays (commonly a 6/6 or stronger) with great versatility and flexibility. The fetchable lands aren't as nuts as they are in Legacy with things like Karakas, Maze of Ith, and Wasteland, but we have some that work wonders in Modern. Who even needs Karakas in Modern? Those lands will be listed below with both my suggestions and other options. Also, a reminder that this card is even nuttier with a Scryb Ranger out. Swing with her as a 6/6, bounce a Forest to your hand to untap her, sac a land to grab a Fetch, crack it to get a shock, or grab a Horizon Canopy to draw gas, or Sejirri Step to get past blockers, etc... Lets you be proactive with swinging while also making her bigger and finding whatever lands you may need to remain proactive, along with deck thinning.

1x Scryb Ranger

  • This card is actually insane. I'm legitimately surprised that it isn't played in Modern at all considering it has shown success in Legacy. The requirement to bounce a Forest may seem like a setback but honestly, I think it's a benefit for the deck. This allows plays such as having a Dork out on 1, flashing it in on the opponents turn 2, and then on your turn 3, tap the dork and two lands, bounce a forest and untap the dork, replay forest, tap it and the dork again, for a total of 5 mana and tapping the Scryb Ranger to convoke a Chord for 3 on turn 3 with what could have been a 2 land hand. Granted, Green Sun Zenith would be nicer but when the card is banned, we work with what we have. Another common turn 3 I had in a similar situation was playing a third land, tapping Dork and two lands, play a Sword, untap the Dork and bounce a tapped land, pay the 2 mana to equip the sword to Scryb and swing. And that's only talking about Scryb with mana Dorks. There are awesome interactions with Knight of the Reliquary, it creates pseudo-vigilance on every creature, it can block Collonades/Snapcaster/Vendillion Clique/etc., it can return a Dryad Arbor to hand after blocking with it to create infinite blocking (relevant against decks playing Wurmcoil Engine). Hell, it can bounce a 'forest' being Ghost Quartered or Tec Edged or Field or Ruined or Spreading Seas-ed. Flash it in in response and your opponent just Sinkholed themselves. Playing Tireless Tracker? Clues galore. Etc. etc. Additionally, based on the phrasing, you can target an already Untapped creature, so don't worry about having to have someone tapped or having to untap an enemy creature. I have won countless games against UW control by 'going to attacks', the opponent casting Cryptic Command to 'tap all creatures, draw a card', in response tap those creatures to Convoke Chord for 2 getting Scryb, and then after CCommand resolves, untapping my biggest dude. Bouncing a Forest also counts towards Revolt. Truly, this card could be in 'Flex' slots but I think it's so damn good, I can't imagine not playing it in my 60.

4x Chord of Calling

  • Originally this card was 4 Collected Company but I found I was usually getting redundant stuff and I preferred the idea of playing Silver Bullets like Hatebears but not being forced to play multiples considering they aren't always the best against everything. CoCo is also extremely telegraphed and while I'd prefer to have Green Sun's Zenith, I've been surprisingly happy with Chord of Calling once I realized that Green creatures can be tapped to provide Green mana for Convoke and being an Instant can really mess with your opponents. There is the option to do X for 0 and grab Dryad Arbor at the end of your opponents turn 2, providing 5 mana ready to be used on Turn 3. The Convoke even lets a fresh Dryad Arbor be tapped to help. X for 2 will get nearly any silver bullet you could want or even a Scryb Ranger. X for 3 will usually get a Trophy Mage on turn 3 to allow Sword play and equip on 4, but X for 3 to get a Knight of the Reliquary or a Ramunap Excavator when you've found a Ghost Quarter is a prime example of the angles this deck can take.

3x Path to Exile

  • To be honest, I wish we didn't have to play removal. I wish this could be more spicy cards, but we can't afford to play 0 removal. It does kind of undo our focus of ramping ahead of the opponent, but it's unconditional unlike Condemn and deals with pretty much everything. Just use it sparingly and for high threat targets. Hell, it does work well with Ramunap GQ and removing basics from the deck though.

2x Dromoka's Command

  • So, I originally ran just a flat 4 Paths but I got increasingly annoyed when I was faced with the dilemma of using Path on a threat but also ramping the enemy into a powerful next turn. Trying out stuff for the sake of brewing, I turned a Path into a single Dromoka's Command and immediately fell in love when using it to prevent the damage done by an Anger of the Gods and having one of my guys fight their only blocker. This card might be the non-creature embodiment of this deck. It is so flexible, I've never been unhappy to see it. In matchups where you know your opponent has damage removal, just sit on this bad boy. In matchups where they don't, it's removal and makes one of your guys bigger. The 'sac an enchantment' is also somewhat relevant by forcing your UWX control player to sack that Search of Azcanta. "Who plays mainboard enchantment removal?!?" - We do, and it's never a dud. Hell, the night before writing this up, my opponent Snapcaster Mage Pathed my Voice of Resurgence. In response, I Dromoka's to have my Voice fight his Snapcaster, killing my Voice so I got the Token and removing his Snappy. You just tried to 2 for 1 me with the iconic Blue 2 drop? Nah, I'm going to make it a 3 for 1 for me instead.

  • In regards to card:Noble Hierarchs, Dromoka's is one of those cards that shines brighter with those Exalted triggers. Other than Knight, most of our creatures are about on par in P/T as what our opponent will be playing. A Hierarch or two allows us to swing with someone, get the triggers, and then before blocks, Dromoka's Command to fight to ensure no blockers or fight something they don't want to block with.

==========// 17 Lands for Color //==========

According to some number crunching by LSV back in 2014, you need '14 black sources to consistently play Thoughtseize on turn 1'. Or essentially, 14 of a color to play a 1 mana spell of that color. With the absolute importantance on getting our Green dorks out on turn 1, we can use this number as a rough guide.

4x Windswept Heath

3x Misty Rainforest

  • 7 Fetches, covers our two/three colors with a focus on the Green and White. Misty can be Flooded Strand for budget reasons if needed, but Misty is ideal as it can tutor for basic Forest which is relevant for Scryb Ranger and not hurting yourself too much on shocks. As for 7 fetches... Honestly I don't know why that's the number but that's what I've always seen. This deck could get away with 8 by cutting a basic considering we play more basics than most decks and thus have more targets and it works with Knight, but for now I'm sticking to 7.

2x Temple Garden

1x Breeding Pool

  • 3 Shocks. This deck is about 70% Green, 25% White, and 5% Blue. We need as few sources as possible that could lead to no Green mana on Turn 1 so we don't play any Hallowed Fountain. There's only a single Breeding Pool to fetch in case Bird or Noble isn't out for Trophy Mage to be cast from hand. Will never need both unless something heavy blue comes in from the board. We don't even need White too often, 1 Temple Garden will suffice with the Dorks but getting a 2nd just in case is fine if unconcerned with life. If you choose to splash a little bit of Red through the board, do 1 Breeding Pool and 1 Stomping Ground or swap the Breeding Pool for the Stomping Grounds if opting to not play Trophy Mage or other Blue SB cards

4 Forest

1x Plains

  • 5 Basics. This is more basics than most decks play, especially ones technically 3 color. And you may notice that we're now at 16ish Green sources when LSV said 14 would cut it. This is true but having basic Forest is important to our strategy not killing us with shocklands, gives us lower chances of bricking on a Knight land chain, and we're above the minimum without hitting a redundancy. As mentioned above, there is no need for Islands. A 5/0 or 4/1 split on Forest and Plains comes down to Flex and SB choices dipping in to White much. The Plains marginally hurts our opening hands but it's important to have as an option to grab off Field of Ruins or Paths. If our dorks are getting picked off and we can't produce White or Blue, you should be getting the appropriate Shocks in preparation based on whats in hand. Such as a Breeding Pool when Trophy Mage is in hand because you can't afford to have that be unplayable.
15 Flex Slots (Silver Bullets, Card Advantage, Equipment Package, etc) Yeah, that's correct. You have 15 card slots to pick based on your personal preference and adapt to your meta.

A HUGE thing to remember when picking your Flex cards is that you are NOT a singleton Modern deck. 1 ofs should only be 1 ofs and in the main if they are a Silver Bullet against multiple decks/strategies.

S Tier

1-2x Trophy Mage

  • First, I prefer 1 of these but I wouldn't be upset at anyone choosing to play 2. I found 1 to be best because unlike Stoneforge, Trophy Mage cost 1 more and makes the Swords cost 1 more (instead of Stoneforge ability). So she's there to be a Chord target. Now, why this card? I actually didn't know this card existed until someone mentioned and it became a snap replacement for the much worse Steelshaper's Gift. It grabs Swords but only Swords, but it's a body in late game for said Swords and it's Chordable. It's literally the only Blue card in the Main but we play 8 dorks that give blue mana and a Breeding Pool as a back up source. Boy do I wish this was a Stoneforge Mystic but until that day comes, I adamantly think Trophy Mage is the next best thing -- at least in this shell. Playing 3 cards is also pretty easy to sideboard out against decks you know/think will bring in artifact removal

1x Sword of Fire and Ice

1x Sword of Light and Shadow

  • Look at those cards and tell me you don't want to swing in with those bad bois. First, the common thing I've heard and found in searching online is that the Swords are "too slow and the creatures just die to removal". Well yeah, those aren't not true but I think people are being hyperbolic. You know what else dies to removal? Like every single creature. But you know what doesn't go away when the creature does? That Sword, ready to get slapped on to a new guy. This deck almost always has the follow up creature. My most common line of play was attempt to attach a Sword to Bird of Paradise and if they have the removal, I tap the Bird for 1 mana and one of my other lands to put it on something else. Hell, if there's a Scryb Ranger, it could be bouncing a forest to untap the Bird and I'll just replay the Forest. They had to just Bolt or Path a 0/1 Flyer and they're still going to take a Sword to the face. And as for being too slow, they are on the slower side but I'm only unhappy to have drawn a piece against hyper aggro decks.

  • Lastly, as for the choice in these two Swords. Only two swords for the sake of available slots and three feeling like overkill. I could see justification for 2 Trophy Mages and a 3rd Sword. Sword of Fire and Ice is hands down the most valuable in a vacuum. The red proc for Bolts is huge considering most equipped creatures will be 1 toughness and thus 3 toughness with sword, the 2 damage to any of their little guys is powerful, the option to hit face and then shock a planeswalker is versatile, and the card draw is the absolute best. In playtesting against Jeskai Control, I'd have a hefty board and only be down a card thanks to the draw. As for the second Sword, I opted for Light and Shadow because I like having the lifegain option along with another angle of card advantage against longer, grindier matches. Sword of War and Peace doesn't do enough, the color procs are good but our hand is usually small and against full hand decks like Control, Sword of Fire and Ice is better. Sword of Feast and Famine is probably the 2nd best in terms of raw value in a vacuum as getting to invest a turn to play and equip sword, and then hit with it, and untap our lands for Chord is a huge line of play. However, I don't personally feel like it does much towards winning but rather is win more. Maybe I'm underestimating the raw value of that one turn. Sword of Body and Mind is overall mediocre.

1x Ramunap Excavator

  • This guy is a 1 of because he only serves one function but he does it very well. That is to single-handedly create a whole new line of play option for the deck should you so please. Consistently replaying Ghost Quarter or Tectonic Edge against almost every deck will leave them low on mana and pretty quickly, those Ghost Quarters are going to function as Strip Mine considering most Modern decks aren't running very many basics. Generally just 2-3 as an answer to Paths. I put him as an 'S' Tier because he takes up 1 slot and adds such a wide new avenue in versatility. He can also let you replay and crack Horizon Canopies during matches where that card draw is crucial.

1x Qasali Pridemage

  • As mentioned earlier, no one is really playing mainboard Artifact or Enchantment removal and I think Qasali is one of if not the best creature to fill that void, especially in the main. I love this card. At the very least, it gives Exalted. He fluctuates between S and A Tier with the meta, but even right now as of early 2018, he hits all of Affinity, multiple decks with Aether Vial, Search for Azcanta decks, Tron, Chalice, Prismatic Omen, etc. Plus that Exalted trigger is nothing to scoff at.

A Tier

1x Selfless Spirit

  • This 'lil guy is meant to mitigate boardwipes such as Sweltering Suns and Supreme Verdict. However, keep in mind that the opponent is usually going to be tapping out to play the wipe so consider if its better to Chord him in to void the wipe or if it's better to let the wipe happen and Chord for something better with the window of opportunity should you have enough mana without Convoking. He's also a flyer but usually shouldn't be the Sword carrier. I personally leave him in the board.

1x Tireless Tracker

  • We only really need or want 1. The card does wonders against slower grindy match-ups but is an expensive chump blocker against other decks. It's borderline guaranteed value.

2x Thalia, Guardian of Thraben

  • Thalia is great against most decks but she also hurts us as Chords are meant to be exact on their cost, Swords costing 4 is a lot, that kind of thing. BUT, there are a lot of decks that she's helps us way more than she hurts us. She's a meta call and can be in the 60 or 75.

2x Voice of Resurgence

  • Similar to Thalia, it's great against most decks but not everything. Sometimes it's just a 2/2 that doesn't do much. I personally run 1 in the main and 1 more in the board. Take out the 1 in bad matchups, bring in the 2nd in good matchups.

2x Kitchen Finks

  • Same thing as Voice. There are some matchups where it does nothing and even in other matchups, it feels like it just staves off a loss. Totally fine in the 75.

2x Scavenging Ooze

  • It's not as important to have in a format without Deathrite Shaman, but Scooze is still an extremely powerful card against like 90% of the meta. It just has the same issue as most of the others where it's a 2/2 for 2 that sometimes gains you life in those bad matchups. I run 1 in the main and 1 in the board. Take out the 1 in bad matchups, bring in the 2nd in good matchups.

1x Aven Mindcensor

  • A great "gotcha" card, especially having the option to flash it in on our opponents turn 2 or Chord for it on their turn 3. It's best early on and thus is a 1 of, but it's not a bad top deck with its flash and flying. In some cases on the play, we'll get to go Land Dork pass, they play a fetch pass, we play a land and pass, then flash it in when they crack fetch and hopefully brick. From personal experience, I found that I was too often sitting on it in hand, not utilizing my mana so that I could "gotcha" them, and instead found that it still creates such an awkward spot for their fetches that it's worth just flashing it in anyways the turn you planned to bamboozle them. I really like it in the main, but could be a SB card based on local meta or even not at all if not your thing.

1x Elspeth, Knight-Errant

  • Similar to Ramunap, she alone creates a new line of attack that gives this deck the versatility and ability to adapt. Unfortunately, she's not Chord-able but being able to drop her on turn 3, protecting herself, and turning every creature into a threat/clock is strong. She is arguably on the cusp of between B and C Tier. I'm playtesting her to get a better idea but been relatively happy.

B Tier and Sideboard only cards are listed further down

==========// 6-7 Lands for Utility //==========
  • Keep in mind how your Flex spells work with lands. For example, my GQ package is with playing Ramunap. If you decide against playing him, you might not want 4 Ghost Quarters.

S Tier

2x Horizon Canopy

  • Now getting in to the Utility lands, Horizon Canopy is a must play. It's expensive but it's too important in decks like this. It gives GW decks some gas and what better place than in a deck with Knight. A great grab with Knight in response to a boardwipe to help you recover if you can afford going down a land. Very much be a 2 of, but more than that is excessive.

1x Dryad Arbor

  • This 'guy' comes down to personal preference. I like having it as an option in the deck, but drawing it can be a little weird since it's a land that is affected by summoning sickness. The reason for playing it though is that you can Chord of Calling for 0 to grab it as Instant speed mana ramp at the end of your opponents turn (and with a dork, that's on your turn 2), that you can grab it with a fetch land for game changing combat or in response to a Liliana of the Veil -2 to save a lone Knight of the Reliquary. Lastly but least common is that it can do combat tricks with Scryb Ranger to block and bounce back to your hand to be replayed next turn to do the same thing. That may sound cute/cheeky but it's not something to scoff at. The returning it off Scryb is also part of the cost so they can't kill it in response.

4x Ghost Quarter

  • A full 4 might be too many but considering these are meant to mess up opponents mana and to function with Ramunap Excavator, 4 seems okay. When going for the Ramunap strat, it'll almost always need to be grabbed by Chord so there won't be a Knight always there to grab the first Ghost Quarter.

1x Gavony Township

  • Township is an amazing GW card. Sometimes it's an awkward colorless land but most of the time, it's exactly what you need in games going long and stalled, especially with our fliers and mana dorks.

A Tier

1x Blinkmoth Nexus or Inkmoth Nexus

  • Manlands work pretty well with Swords as a consistent threat mid-late game but it's more colorless land which we don't want to see in our opening hand. If you like the idea of a man-land, play this over other manland options.

B Tier and Sideboard only cards are listed further down

1-2x Spellskite

  • A great answer to any spot removal, especially getting to Chord it in in response. Paying the life is fine but there are Blue sources when needed. Just try to never put a Sword on it, it's meant to draw attention away from the Sword swinger. However, I put it at B tier because if you're having to Chord for it to save another dude, you're 2 for 1-ing yourself giving up a Chord and the Spellskite.

2x Lotus Cobra

  • Lotus Cobra is an odd one. I'm not sure if it should be A or B Tier, but I'm leaning towards B. With 2 lands in hand, it essentially drops on 2 for free if we had a dork out (likely). Play it with land+dork, play second land, fetch or tap that land for 2 mana. It also makes Scryb Ranger 'land looping' provide 5 mana instead of 4 which can mean a Sword play and Equip for essentially tapping a mana dork. However, it only provides mana so it comes down to how much mana we really need. Considering we play Chord with Green Sun's Zenith banned, having that "abundance" of mana can be utilized, especially early on, and that the Lotus Cobra can be tapped for the Chord convoke. Also combos well with Renegade Rallier. Lets you play a Fetch, crack it, get a land, have 2 mana made by Cobra and that land. Play Rallier, Revolt back the Fetch, do it again for 3 mana, and then be able to tap the two dudes for Chord or just have a body plus something with that 3 mana. However, it forces us to do our Chords on our turn which I'm not a fan of besides some situations against Control.

1x Tectonic Edge

  • This was originally a 4th Ghost Quarter but against some decks that play a lot more basics than we'd expect, this is there for versatility. It also helps play around Surgical Extraction on Ghost Quarter.

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Date added 5 years
Last updated 5 years
Legality

This deck is Modern legal.

Rarity (main - side)

3 - 1 Mythic Rares

43 - 7 Rares

7 - 5 Uncommons

2 - 2 Commons

Cards 60
Avg. CMC 2.32
Tokens Clue, Elemental */* GW, Emblem Elspeth, Knight-Errant, Soldier 1/1 W
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