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Here’s a thought experiment that’s still in theory-crafting beta form. As such there are almost certainly some…questionable choices within. I’m currently working on a few decks in the background so I’ll be relying on user suggestions to fine tune this one. And in honor of both Ball Lightning and the year 2020/2021, I present this most apropos gif:

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Getting the right color counts was tricky, and it went back and forth quite a bit before settling where it is now. Something tells me more fine tuning is necessary—I have a feeling someone’s going to suggest land subtypes I usually forget about, like Painlands or Filterlands or something.

•If only there were a way we could tap for either or using the same land…Fry, what about that dual land over there?

Scalding Tarn is able to fetch our Steam Vents if it’s early enough to warrant the 1+2=self bolt, or else just acquire a specific basic if we can’t afford the life hit.

•The ratio of basic islands to mountains was adjusted several times and as of now the balance is shifted 2 to 1 in favor of . We want a bit more than it seems we’ll actually need to cast anything, owing to the fact that our most decent Turn 1 plays are and so we don’t want to be left dry and unable to pay.

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There’s a storm brewing…before it arrives, it’s wise to be sheltered and prepared. We run a set of spells that board up the windows and aim to protect our odd little family.

Cursecatcher is a decent Turn 1 play, putting a body on the field with the potential to counter a subsequent Instant or Sorcery our opponent may have marked for us. It does fall under the umbrella of Tetsuko’s authority, although I can’t begin to imagine the scenario wherein Cursecatcher’s measly 1 point of unblocked damage that pushes through wins us the game. Should that happen, take a gold star out of petty cash—you’ve earned it.

Spell Pierce isn’t quite as versatile as Counterspell but is less restrictive mana-wise. We’re predominantly , splashing just enough to ensure we can reliably cast Tetsuko and thus it makes more sense to run this spell.

Mana Leak offers additional control as we attempt to stabilize while waiting for Tetsuko and some lightning at our fingertips.

Lightning Bolt will remove a decent number of early game threats while paving a smooth landing for our keycard.


Lastly, we run draw spells in the form of Expressive Iteration. Ever so slightly harder to cast than the card it replaced, this draw spell opens up more versatility. We get to immediately grab the best-of-three, temporarily stash one in exile to be played later this turn, and move garbage to the bottom of the deck. Special thanks to user owenger for pointing this one out to me, as I didn’t care for the Strixhaven expansion in the least and so never would have stumbled across this card on my own.

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Before the electricity starts crackling, we ideally want at least one of the following creatures in play (bonus points for casting both!).

Tetsuko Umezawa, Fugitive really is the backbone of this deck. Her (I think it’s intended to be a her; I’m not up on any of the lore behind this game, but I’m fairly certain I see the hint of a bosom depicted in the card’s artwork) static ability is simply made for a deck like ours; any of our high power/piddly toughness attackers can steamroll right on through, as they fit the criteria for being blessed with unblockability.

Combat Celebrant also appears to be custom tailored for our deck. With a bit of oomph! exertion, we can double our damage output and really blow our opponent’s fuse with a massive electrical discharge. Better if Tetsuko is already in play, but workable if she isn’t.

Thunderkin Awakener was pointed out to me by user GrimlockVIII, and it immediately replaced Viashino Sandsprinter by virtue of the fact it confers reanimation upon both Ball Lightning and Arc Runner. Thunderkin Awakener itself falls under Tetsuko’s watchful eye, so triggering the ability is a non-issue. Turning limited-use fossil fuels into a renewable resource fortifies our attack plan and makes drawing into either bomb less of a worry.


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Let’s bring it home. The following creatures are our payoffs, the dynamos having been charging up to this point.

Ball Lightning is the deck’s namesake card, and the ideal finisher. Bolstered with unblockability courtesy of Tetsuko and the potential opportunity to attack twice if Combat Celebrant puts some hustle in it, this shocking display of electrical power can hit for 12 damage unabated. It will not pass Go and proceed directly to the graveyard at the end of turn, but all that for a mere is hard to scoff at.

Arc Runner is a baby Ball Lightning but is close enough to get the job done. It lacks Trample unlike the former card, so if Tetsuko isn’t in play it’ll more than likely just be a creature removal spell, but that isn’t necessarily always a bad thing. In ideal circumstances this will hit for an unstoppable 10, so have a positive outlook.

•Play control and removal spells as needed to keep things from getting out of hand as we set up.

•Make casting Tetsuko Umezawa, Fugitive and/or Combat Celebrant priority 1.

•Cast Ball Lightning and Arc Runner and attack. Tetsuko will let damage through unblocked, while Combat Celebrant and Thunderkin Awakener prove that lightning really can strike twice in the same turn!

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A little bit of everything here.

Vapor Snag is here to bounce the troops of creature heavy decks. We don’t run enough control to be able to constantly nullify threats, and we don’t have any lifegain potions to tide us over, so something to combat weenie or stompy decks is a must. If we can hold out until we get some Tetsuko Palpatine action happening, we should be alright.

Apostle's Blessing can save Tetsuko or really any of our wincons from an early grave.

Pithing Needle works best against repeat offenders. Playing someone you know? Been burned in the past? Have this at the ready to shut down that which ails you.

Relic of Progenitus is a deathblow to the many Reanimation decks floating around out there.

•Last but not least, Blood Moon is a great Swiss Army knife card for us. If Tetsuko is already out, no reason not to plop this down and slay non-basic lands. Even if she isn’t in play yet, we do run basic islands so it’s doable.

”He covereth his hands with the lightning, And giveth it a charge that it strike the mark.”

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Casual

99% Competitive

Revision 5 See all

(2 years ago)

+4 Judge's Familiar maybe
Top Ranked
Date added 2 years
Last updated 6 months
Legality

This deck is Modern legal.

Rarity (main - side)

4 - 0 Mythic Rares

16 - 6 Rares

16 - 0 Uncommons

12 - 9 Commons

Cards 60
Avg. CMC 2.00
Folders Modern, Modern Decks, Fun!, Shit to pull on Cameron, Decks with great themes, Want List
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