pie chart

Summer's Awakening

Modern Amulet Titan Combo

Hamadyne


Sideboard


Amulet Bloom! This build is based off of Justin Cohen's decklist.

This deck works by rapidly pushing out lands and mana in order to play Primeval Titan or Hive Mind early, preferably T3, and can be out as early as T2.

Amulet of Vigor is the crux of the deck. Without it, your lands slow down, and your bouncelands do nothing.

Summer Bloom and Azusa, Lost but Seeking enable the rapid acceleration the deck needs. Playing a bounceland three times is usually enough to get out a Titan or Hive Mind.

Animist's Awakening does two things here. First, it can dump several lands out onto the field, even with lower numbers. Secondly, it allows you to dig through a chunk of your library and increase your chances of seeing an Amulet or Pact you need. This card is ideal for slower games, so take them out in place of Firespout or Chalice of the Void if you're up against any aggro decks. If you get Spell Mastery active, it allows you to untap your lands. Combine this with Amulet of Vigor and you can get two untaps!

Once Titan lands, get Slayers' Stronghold and Boros Garrison to immediately give him haste, which allows you to get your Sunhome, Fortress of the Legion and either another land or, if you have two Amulets out, a Vesuva that can copy your pre-existing Boros Garrison, which turns on Sunhome for double strike.

On average, you're hitting for 8 T2-3, then for 16 T3-4.

If you're going the Hive Mind route, you can either use Summoner's Pact to grab a Titan, Slaughter Pact for a quick kill, or use Pact of Negation on a Summer Bloom or other spell you can cast. Make sure you can pay the upkeep cost, just in case your opponent has some extra trick up their sleeve.

Getting a T2 Hive Mind + Summoner's Pact is practically a guaranteed victory as long as they aren't playing green. If you have an extra spell to play, Negation is better.

In our sideboard:

Ruric Thar, the Unbowed is hilarious against Burn, B/W Tokens, and Delver. While it's a mirrored effect on our end, we can swing pretty hard each turn and the 6 damage acts as pseudo-protection from Path.

Sigarda, Host of Herons is great for decks with a lot of kill spells, and is also a solid flyer to boot.

Bojuka Bog turns off Storm, Living End, Delver, and other decks that need a graveyard.

Seal of Primordium is mainly used for Blood Moon, the only card that fully shuts down this deck, but it can be used for other enchantments that bother us.

Creeping Corrosion hoses Affinity pretty handily. Keep in mind that it destroys your own Amulet, so have a backup in hand.

Chalice of the Void at one is devastating for Zoo, Affinity, Infect, and other decks that run Path or Bolt. At three, it locks out Twin's Pestermite and Deceiver Exarch. As an added bonus, it blocks Blood Moon.

Firespout is never a bad play against creature-heavy decks.

Swan Song is nice if you need more counterspells. It also takes care of Blood Moon.

Engineered Explosives can wipe pretty much anything you need, as you have access to all colors in this deck. Great for stopping Twin or creature-heavy decks.

Suggestions

Updates Add

TL;DR: Animist's Awakening works wonders for this deck.

Decided to test using 2 Animist's Awakening in place of one Serum Visions and Ancient Stirrings.

I got lucky, drawing at least one Awakening per match. Every time I did, I managed to get one or more lands on the field, which was incredibly helpful. I found that I wanted to cast it for at least 4-5. Doing it for 1 or 2 doesn't get through your deck all that much, but higher numbers allow you to dig deeper, and you'll usually hit a land that can make some more mana for you.

Now here's the fun part: getting two bouncelands. If you land them, there are three things that can happen:

  1. If you have no amulets or Spell Mastery, you can just bounce your existing lands back, great for resetting a Gemstone Mine or Tendo Ice Bridge.
  2. If you have an Amulet down or Spell Mastery active, you'll get an untap. Free mana!
  3. If you have both the Amulet and Spell Mastery active, you'll be able to chain two untaps, using the Awakening untap first, followed by the Amulet trigger. You now have 8 mana!

So, there's more than just getting extra lands out. Done right, you can get more mana very quickly, much like how Summer Bloom works. While more luck-dependent, Awakening does allow you to dig through your library very efficiently, and can make a huge difference in how your game plays out.

Comments

Attention! Complete Comment Tutorial! This annoying message will go away once you do!

Hi! Please consider becoming a supporter of TappedOut for $3/mo. Thanks!


Important! Formatting tipsComment Tutorialmarkdown syntax

Please login to comment

Date added 9 years
Last updated 8 years
Legality

This deck is not Modern legal.

Rarity (main - side)

8 - 3 Mythic Rares

25 - 6 Rares

11 - 3 Uncommons

15 - 3 Commons

Cards 60
Avg. CMC 2.31
Tokens Beast 3/3 G, Bird 2/2 U, Insect 1/1 G w/ Flying, Deathtouch, Plant 0/1 G
Votes
Ignored suggestions
Shared with
Views