Sideboard


WELCOME TO SELESNYA BOGLES

"If you're tired of losing, just make a deck that ignores interaction and wins by turn 4!" - Albert Einstein, 2020 Honestly, what's not to love about Bogles? Well, as long as it's on your side. Bogles has a reputation of being incredibly hard to deal with, due to the fact that any piece of single-target removal becomes a blank piece of cardboard. The creatures become too huge to deal with by blocking, and trample allows them over the top of tiny blockers. I've always been a huge fan of this archetype, since my very first real deck was a Green/White enchantress deck, and I based this heavily off the modern version of the same deck. Not all card choices are final, and I'm open to suggestions. Whatever the current build looks like, that's what I'll be buying on paper. Planning on making a matchup guide once I've played some Pioneer at FNM and gained a better feel for the deck. Suggestions are welcome in the way of both maindeck and sideboard.

To start out, we want a hand containing either Gladecover Scout or Bassara Tower Archer, and optimally one of either Ethereal Armor or All That Glitters. Turns 1 and 2 are just getting a hexproof creature out and throwing some enchantments on it. Turn 3 really depends on what you need at the moment, whether it's trample, flying, or edict protection (I'll explain these in a bit). We can usually end the game by turn 4, and so there aren't many ways that the decks in Pioneer can slow us down. The main cards I am concerned about are Settle the Wreckage if the opponent has the mana up on the turn we go for lethal, and Merciless Eviction, which can be devastating if we don't close out the game fast. Supreme Verdict isn't as big of a concern as it would seem, since I chose to run 4 copies of Karametra's Blessing in the mainboard. Another card that might be problematic is Unmoored Ego, but I've got a plan for that in the sideboard, which I will go over later. So that's the main plan, and I will now explain each choice for the deck and how they play into our strategy.

The Creatures

  • Gladecover Scout - This is the card that the entire deck is based around. Our hexproof creatures are key to the deck's success, and this one sees play in Modern in the very same deck. It does a fine impression of a Slippery Bogle, since we can't run the namesake card, and having this as our turn one play is the best start possible, assuming we can follow it up.
  • Bassara Tower Archer - Replaces Slippery Bogle, rounding out our 8 hexproof creatures. This one costs an additional mana and slows us down a turn, but it does come with the benefit of an extra power. Most of our lands are green to allow us to land this on turn 2.
  • Adanto Vanguard - Not a hexproof creature, but it can give itself indestructable and dodge a lot of removal in Pioneer. Depending on the matchup, though, we may not commit fully to enchanting it. Some decks run more exile spells, and so we have to be careful of those. Overall, though, the lifegain from our auras should allow us to easily make up the life needed to make Adanto Vanguard indestructable.
  • Alseid of Life's Bounty - Only running 1 copy, but it can be an extremely useful tool to protect against damage-based sweepers. Alseid can also be a backup creature to be enchanted, but that is only as a last resort, as it's vulnerable to single target removal. Overall useful card.

The Enchantments

  • Ethereal Armor - A key piece in our strategy, probably the best aura in the deck.This stops early damage-based sweepers and helps get the buff that our creatures need to be lethal. First Strike is also handy to help take out opposing blockers, as well as allowing us to stay back and block if necessary. Overall a very powerful card that allows us to close out the game much quicker than would be otherwise possible.
  • All That Glitters - Not much to be said about this one. It basically doubles up on Ethereal Armor, giving us a higher chance of drawing one of them in our opening hand.
  • Gryff's Boon - Adds an important element of evasion that allows us to go over most decks in the format with the exception of spirits. It also allows us to stop creatures such as Niv-Mizzet Reborn and other big fliers, provided we leave a creature untapped to block. The element of recursion on it also allows us to chump block if needed, since we can just get the aura back and put it on our biggest creature. Possibly the situation we need it the most for is an attacking Rankle, Master of Pranks on the opponent's side, where we can stop it from damaging us and forcing us to sacrifice our largest creature.
  • Unflinching Courage - Provides a way to get over small blockers, as well as giving us a tremendous amount of lifegain to get out of the range of Mono- and spirits, along with other aggro decks. A solid card all around that gives a ton of value, and is reminiscent (though not nearly as good) of Daybreak Coronet in Modern.
  • Cartouche of Solidarity - As stated earlier, First Strike is a very useful keyword, so the fact that this gives us that effect along with a small buff is quite good. However, the main reason we include 4 copies of this card is to dodge edict effects. Rankle, Master of Pranks is pretty much the only one that I spotted in the metagame. They aren't as common in Pioneer as they are in Modern, but cards like Rankle and Blessed Alliance could cause a huge blow to our deck. Cartouche of Solidarity allows us to attack with the Warrior token alongside our Bogle and maybe even enchant it a little to help get around blockers.
  • Season of Growth - Allows us to gain an early game advantage by scrying every time we play a creature, although we don't want to overcommit to the board and risk losing everything. The main reason it's in here is to allow us to gain card advantage for every aura we play. It's also more resilient than Sram, Senior Edificer in game 1, since it can't be taken out by removal like Wild Slash or Fatal Push.
  • Sentinel's Eyes - A very useful aura that is self-recurring and allows us to attack freely without fearing any crackback, especially from hasty creatures. The escape mechanic allows us to recover from any boardwipes that we can't dodge via Karametra's Blessing, and the buff helps close out the game.

Other Cards

  • Apostle of Purifying Light - For the matchup against Mono- and other similar decks. It can provide a good amount of utility, endlessly chump-blocking on the ground. It's also able to exile cards like Bloodsoaked Champion and Gutterbones, although we will most likely be using all of our mana each turn.
  • Deafening Silence - A useful utility card against Lotus Breach and any stray spell deck that we run up against. It's probably best to land this turn 2-3, as that still gives us a chance to pile on a lot of auras before limiting everyone to 1 noncreature spell per turn.
  • Hushwing Gryff - Good against Inverter and Lotus Breach since it stops Inverter of Truth and Thassa's Oracle from triggering. We need to play this more carefully against the version of Inverter, though, since preventing Uro, Titan of Nature's Wrath from sacrificing itself is probably a terrible idea. It's all about the timing when playing this card.
  • Leyline of Sanctity - The power of this card against the Pioneer meta cannot be underestimated. This stops Thoughtseize, any card like Unmoored Ego, Settle the Wreckage, and any edict effect. It's a powerful option if cards like this are a concern going in to game 2, and it stops burn against us completely. Leyline of Sanctity is a staple in Modern Bogles, and we include it for basically the same reason.
  • Rest in Peace - This card needs no explanation. Graveyard hate, pure and simple.
  • Settle the Wreckage - Works well in the mirror match, as well as against aggro decks whenever they swing in for the kill. Unfortunately, Spell Queller can make this quite useless, but it can still play a small part against Spirits. Where this card really shines is in the Mono- and Mono- matchups, where even if we are unable to win by the time this is castable, we can exile their entire force when they swing for the kill.
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    Casual

    94% Competitive

    Date added 4 years
    Last updated 4 years
    Legality

    This deck is Pioneer legal.

    Rarity (main - side)

    0 - 2 Mythic Rares

    12 - 8 Rares

    23 - 5 Uncommons

    18 - 0 Commons

    Cards 60
    Avg. CMC 1.54
    Tokens Warrior 1/1 W w/ Vigilance
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