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The Devil's Playground (suggestions weclome)

Modern Discard Jank Midrange Stompy UBRG

cyborgcat


Sideboard


Maybeboard


The Devils' Playground: A playguide






This deck is mainly a midrange deck built around card synergies. Every single card works with one another to create a deck that almost always has a good draw and doesn't run out of options. While modern is a fast paced format, this deck uses many of it's answers to prolong the game until a turn 6 or 7 win through smashing face.

The ideal playground to start with is 2-3 lands with relevant colors, a chute, or discard engine, a ladder, or discard target, a see saw, or piece of removal, and a swing like Birds of Paradise. The deck has a lot of synergies between cards, however, so most of the time you can easily make it work without one or two of these key pieces.
The main engine in the deck is discarding graveyard recursion. You want to play a chute that fills your graveyard, and then have those cards be able to climb out back onto the battlefield. With there being 4 possible discard targets and 7 discard engines, you have a high chance of having both in your opening hand, or drawing into both pieces early on.

The two main chutes are Bloodrage Brawler and Tormenting Voice. Bloodrage Brawler is a turn 2 4/3. It can put a big target on it's head, but it's ability to activate Flamewake Phoenix and to free cast Bloodghast is amazing. If it manages to survive past turn 2, it's a major threat and puts your opponent on a 4-5 turn clock early on. Tormenting Voice is budget faithless looting. It's very sad Faithless Looting got banned because it makes this deck more consistent, but Tormenting Voice is the next best thing. Drawing 2 card on a chute is unparalleled, and it helps turn okay hands into great ones.

Every deck needs something to balance itself out against other decks. In our deck, the see saw is an armada of removal. With 11 pieces of removal in the main deck and 10 more removal spells in the sideboard, any threat can be answered. This amount of removal is necessary as the deck's main engine and beatdown cards need to be protected. With all the removal, the see saw can remain in your favor.

The targeted removal: Assassin's Trophy is great in select situations, when you just need to remove that one problem card. Lightning Bolt is it's own amazing utility card. It can either burn our opponent out or act as targeted removal. There's a good reason why for a card to be considered a good tank it needs to have a toughness of 4. In addition, the 2 copies Fatal Push is great early game removal, and is better than lightning bolt in certain circumstances.

Damnation is necessary for those tough situations when you just need to reset the board.

Remand is unparalleled in it's tempo. Being a two mana cantrip (yes i know that's not technically a cantrip) and being able to shut down an opponent's draw is a powerful thing. Hopefully with all the other removal in the deck you'll be able to draw into something that'll actually shut your opponent's card down.

The sideboard is every deck's monkey bars, allowing answers to cross over the bars into the main deck. However, this deck has monkey bars built into the main deck. By running cards usually reserved for the sideboard in the maindeck you can almost always have an answer.

Scavenging Ooze while being graveyard hate doubles as lifegain and as an amazing 2/2 bear. It is unmatched in single card utility and thus deserves it's two spots.

Damnation is necessary in the main deck. Being able to top deck a boardwipe is a savior in many situations, and on it's own it's a great failsafe. Additionally, a boardwipe doesn't hurt our deck as many of our creatures can be returned on their own.

Blood Moon is another great card in the deck. While it can be shut down by any majority red deck, a lot of modern currently isn't red. While our deck is UBRG, it's primarily red, thus Blood Moon has little effect. In addition, birds allows you to play most of your cards.

Every playground has it's swing, single playsets of cards that either allow you to swing into larger cards or swing into a win.

Birds of Paradise is an amazing turn one swing. It allows you to ramp early, opening up explosive turn 2 and 3 plays. In addition, it fixes our mana and is especially useful when blood moon is out.

Devils' Playground The deck's namesake. The card is an amazing finisher, being able to swing out of games. While 4 1/1's for 6 may seem underpowered, the devil's ability to deal damage on death make it's ideal. At their worst each devil is a 2/2. But at their best, each devil is a boardwipe and a Shock. it's an amazing utility card and if you can manage to get it off turn 5 or 6 it's generally game over from there.

However, sometimes you can have trouble getting out the 6 mana drop on turn 6. You may be forced to discard that high cost Devils' Playground to gain some immediate advantage. Fear not, because Living Lore is here. It's great mid to late game recursion of the deck's most powerful spell, and acts as a 6/6 beater. When without it's playground, Living Lore acts as a budget Snapcaster Mage, allowing for many combat tricks. However, because Living Lore is usually a big creature, it also means its a big target. It will rarely be able to cast your Devils' Playground, however it acts a great utility in allowing you to use your graveyard to your advantage.

Fakeouts are becoming more and more of a popular strategy in modern. Being able to go around the merry go round and switch your horses up in game 2 allows you to stay ahead of your opponent. The sideboard is built in two styles: either more aggro or more control.

With a 2 copies Spell Pierce and 2 copies Mana Leak, the deck can easily transition into a control matchup.

If you need more aggro, the 3 copies of Flamewake Phoenix and 2 copies of Lovestruck Beastcan make an easy beatdown transition. What's great about this sideboard is unlike most fakeout decks, this deck doesnt rely on switching out one combo for another. Rather, it focuses on two different playstyles, allowing you as the player to judge exactly how much aggro or control you need to have.

Sometimes though, you have to cross the monkey bars. While most of our monkey bars are built into the deck, we still to access our sideboard cards on the second platform. The 2 copies of Plague Engineer defeats many tribal strategies. It also has great utility against any zombie deck, as it acts as a constant boardwipe. The 2 copies of Surgical Extraction keeps the see saw steady against combo or difficult decks. Finally, 2 Nature's Claim are great for cheap instant artifact or enchantment removal.
Every playground needs it's soft cushiony base, just like every deck needs it's landbase. Because the deck is UBRG, there's a lot of fethclands and shocklands. However, since the deck is mostly red, the options of shocklands and fetchlands are narrowed down significantly.

A playset of card:wooden foothills is absolutely necessary as the other color we will be mainly splashing into is green. a playsetof Bloodstained Mire is also great as it allows us to grab more of our niche mana pieces, especially if we have to hardcast a Bloodghast.

The deck runs mostly red based shocklands, with our main grabs being Stomping Ground, Steam Vents, or Blood Crypt.

The triomes act as great mana fixers as long as you can plan them out. The deck runs 2 Ketria Triome and 2 Zagoth Triome to help balance this mana out, though these are generally bad in your opening hand.

The deck runs 3 basic lands as well to end out the curve. 1 Swamp, 1 Island, and 1 Forest is necessary to stay ahead of your own Blood Moon in a 4 color deck.

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Casual

93% Competitive

Date added 3 years
Last updated 3 years
Legality

This deck is Modern legal.

Rarity (main - side)

42 - 7 Rares

13 - 2 Uncommons

2 - 6 Commons

Cards 60
Avg. CMC 2.33
Tokens Devil 1/1 R
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