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Wind-Up's Hand Loop (ft. Grief)

Modern* Blink Control Discard Evoke WUB (Esper)

Uthersfight


Sideboard

Creature (4)

Sorcery (4)

Enchantment (3)

Artifact (3)


Maybeboard


Todays build is designed to loop hand disruption similar to the popular Yu-Gi-Oh deck "Wind-ups"

(This means we are attempting to remove as many cards as possible from our opponents hand before they can deploy. While keeping them off tempo, we will beat them down with evasive creatures and use cheap removal to get past anything our opponents manage to stick.)

This build primarily seeks to use combat damage with evasive creatures such as Grief and Mulldrifter .

We will be relying on cheap removal and hand disruption to keep our opponents off temp long enough to get in for combat damage. This shell is that of control and one of the biggest problems for us to have to overcome is we intend to use alot of "Blink" effects meaning our creatures will have summoning sickness often. so we need to keep the board clear long enough to get in for damage.

While this build doesn't run "Infinite combos" such as Heliod, Sun-Crowned + Walking Ballista , this doesn't mean that we don't run some spicy card combinations.

The main plan here is to loop the effect of Grief or similar effect to gain value over time.

The term "Nut Draw" comes from Poker and implies that we are drawing to the best possible scenario.

The nut draw for our deck is being able to play a fetch land on turn one such as Flooded Strand and play Grief with its evoke cost for "free" by getting rid of a black spell from our hand. Once Grief hits the field, it will remove a card from our opponent's hand. Ideally, we want to hit a major game piece such as Primeval Titan . With Grief's evoke "sacrifice" trigger still on the stack, we use our fetch land to get some untapped white source of mana and immediately use it to cast Ephemerate . This removes and returns the Grief causing its enter the battlefield effect to trigger again allowing us to remove another card from the opponent's hand. We should use this one to get rid of any sort of removal they have for Grief . Since the new Grief is considered a new creature, the evoke "sac" trigger will dissipate leaving a fresh creature with menace that will Rebound during our next turn to remove a third card form the players hand.

Lastly, before we end the turn, we want to pay the life for Surgical Extraction to remove the remaining duplicate game pieces we removed with either the first or second hand loop effect.

(This sections' line of thinking is constant with many of the cards that may seem like they are listed in a strange section.)

Cards like Malakir Rebirth   due a good job of pretending to be Ephemerate to a lesser extent since it wont rebound. It does have the added benefit of being a black card that can be used to pay for Grief 's evoke coast and is even more flexible as it can be used as Malakir Mire in a pinch if needed.

Silence gets an honorable mention as I believe too many people sleep on this card in modern. For a single on an opponents upkeep, it basically reads "Play your land for turn and pass". We are playing a control shell and the goal is to keep a player off tempo. You wont always get the nut draw so cards like this are a great way to keep you opponents on their back foot from the start of the game. This card is also a wonderful target for Snapcaster Mage which, if sequenced correctly, is a entirely separate soft lock that results in your opponent having a clean board while you get a creature to start chipping in for the win.

Soulherder also gets an honorable mention while on its own is not terribly intimidatingly, but assuming you got off to a decent start, this cards allows you to have a proper threat that builds while you hand loop. Since the blink effect happens at the end step instead of the upkeep like Ephemerate 's rebound, it helps get around the constant summoning sickness Grief is forced to endure.

This deck has been a blast to brew! I wouldn't say this is its final form yet; however, it is extremely powerful, very fast, and possibly expensive... I would not recommend a build such as this unless you are looking to play at **tournament level as it can create a feel bad effect due to the nature of it stopping the other player from being able to... play magic...

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Casual

91% Competitive

Date added 3 years
Last updated 3 years
Key combos
Legality

This deck is not Modern legal.

Rarity (main - side)

12 - 0 Mythic Rares

20 - 8 Rares

8 - 3 Uncommons

Cards 60
Avg. CMC 2.25
Tokens Illusion */* U
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