Sideboard


Maybeboard

Land (1)

Enchantment (1)

Instant (2)

Sorcery (6)


Counter Cat - this decks inspiration came from this article and guide on cat delver. This is my variation of the deck and continues to change as I playtest cards to my liking. Windswept Heath/ Flooded Strand are budget Scalding Tarn for now. The maybe board is displaying potential cards at my disposal for different variations of the deck.

http://www.mtgsalvation.com/forums/the-game/modern/deck-creation-modern/573218-counter-cat

Why 4 color cat-delver?

This is a true tempo deck. Our gameplan is to play a threat on T1-T2 and then maintaining the board state so we remain ahead. The decks access to soft permission and strong utility spells that also provide reach keep the game in our favor. But to win we need beaters and having the ability to successfully cast a total of 8 creatures swinging for 3 in turn 2. That's very powerful. Although Delver of Secrets   is the weakest creature in the deck, his ability to be a T1 play is incredibly important.

Creatures

Delver of Secrets   - a careful balance of cards in the deck is required in order to be able to reliably flip delver.

Wild Nacatyl - a consistent and effective 3/3 swinging T2 that the deck is able to protect and clear the way for. Early kitten damage allows us to finish up with burn.

Tarmogoyf - when it hits the field it's always ahead of the curve and doesn't die to bolt.

Hooting Mandrills - I wanted access to more tarmogoyfs and matches very well against Lingering Souls

Snapcaster Mage - counters more spells, burns more faces, and draws more cards. He's very important in this tempo variant as he has the ability to keep us in the game if things don't go our way after turns 4-5

SpellsLightning Bolt

Lightning Helix - this replenishes a shocked fetch and burn can be a close match.

Boros Charm - each mode is relevant but 4 to the dome is why it's here.

Path to Exile - arguably the best removal spell in the format but burn is a key component to this deck so I'm sticking to 2 or less.

Remand - I prefer remand over Mana Leak because it's more of a tempo card. I'd rather set my opponent back and keep adding pressure. It's pure card advantage.

Spell Pierce - ideally games don't go past turn 4-5. Spell pierce plays an important role, at one mana it allows the deck to breathe and still put pressure on the board while protecting it. I'm back in forth on whether the remand/spell pierce split should be 4/3 or 3/4.

Gitaxian Probe - this lets us know exactly what our opponents game plan is and we can time our counter spells and removal as such. It also adds to the grave count which is important for the deck.

Serum Visions - sets up delver and finds lands.

Simic Charm -

LandsThe mana base is very important. There's 2 paired set of lands. The first is Hallowed Fountain + Stomping Ground and the second is Steam Vents + Temple Garden . It's important to know which shock lands to fetch out based on your hand and it's equally important to use the correct fetch. The paired lands are important because you need to be able to cast your mana extensive spells like Lightning Helix. The 3rd land you grab is Watery Grave if you decide to run the tribal flames build. Otherwise 3rd land should usually be second blue source if able.

Misty Rainforest - best land in the deck, fetches out every shock land.

Forest - fetch this out against blood moon decks, this allows us to cast Destructive Revelry and our creatures

Island - the first card you fetch against blood moon

Side board: the SB continues to change as I playtest and tune it to accommodate my meta. Card suggestions welcome.

Destructive Revelry - ends blood moon and affinity is still a thing. It's important to note that its castable with blood moon and forest in play.

Feed the Clan - burn is our toughest match up and seeing one of these is almost a game win

Pyroclasm - great against aggro decks, tokens, affinity, and is easy to cast.

Rending Volley - decent against abzan and just answers twin. 1-2 copies.

Spellskite - great against burn, twin, boggles, affinity, and aggro decks alike.

Stony Silence - more tech for affinity or tron if the meta calls for it.

Dromoka's Command - each mode is outstanding, second best card in the match up against burn. Sacrificing an opposing eidolon and eating a bolt/swift spear is advantage like you would not believe! All while maxing out our Lhurgoyfs. Also great against merfolk.

Huntmaster of the Fells   - the ideal card in any grindy match up. Although, a 4/4 body has a hard time keeping up with the meta of 1 drop 4/5 and 5/5's but I personally feel that the arsenal of soft permission still allows us to get away with playing this card and the toke at the very least chumps with maybe a bolt.

Isochron Scepter - still in testing

As always comments and suggestions are appreciated. I'm always on the hunt for new interesting sideboard options or why you think a choice I've made is incorrect.

Suggestions

Updates Add

Small showing so only 3 rounds

Round 1: jund 1-1-1 going to time was unfortunate but our game 2 was a battle of tarmogoyfs and huntmasters.

Round 2: abzan coco 2-1 tempo got there

Round 3: R/G tron 2-0 I was able to keep his mana base off balance by countering his key pieces.

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Revision 29 See all

(9 years ago)

+1 Disrupting Shoal main
-1 Spell Snare main
Date added 9 years
Last updated 9 years
Key combos
Legality

This deck is not Modern legal.

Rarity (main - side)

6 - 2 Mythic Rares

20 - 3 Rares

22 - 9 Uncommons

10 - 1 Commons

Cards 60
Avg. CMC 1.60
Tokens Human 2/2 G, Wolf 2/2 G
Folders Maybe zoo
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