Sideboard


This deck aims to play like a Blue Jund, making 2-for-1's and setting the clock with some need-to-be-removed creatures. It is designed to be responsive in the early game, threatening in the mid, and sustainable in the late. It differs from Control in that at many times it taps out, and runs as low of a curve as possible with many threats packed in.
Snapcaster Mage: The biggest reason why we choose blue. Always a 2-for-1, fits our gameplan exactly.

Jace, Vryn's Prodigy  : Additional Snapcasters, also helps contain a bit of aggro. He eats a lot of removal, which is good for us, we don't care about ulting. Getting off one -3 is all we need from him, anything additional is pure value.

Tasigur, the Golden Fang: Unfortunately we don't have Tarmogoyf, but Tas isn't a bad replacement. He's able to shrink enemy goyfs, fill the yard for lategame snapcasters, and has a pretty good body.

Thing in the Ice  : He's our guy to defend against aggro. Survives bolt, transforms into a huge threat, and clears the board, possibly returning our snapcasters back to hand for more value.

Vendilion Clique: Fits our gameplan very well, as a threat and disruption. We can also target ourselves if we need to.

Gurmag Angler: Additional beater

Inquisition of Kozilek: Turn 1 play and disruption.

Lightning Bolt: yeah

Thought Scour: Fills the yard for Snapcaster, cantrips, and ticks down Thing in the Ice  . It's ok, wish there were more cantrips available.

Serum Visions: Smooths out our draws, helps us find something we might need. Similar to Thought Scour, it's not the greatest but it's all we have.

Kolaghan's Command: Value command, also being able to mainboard artifact destruction is always helpful. All its modes are relevant.

Terminate: For things bigger than bolt.

Slaughter Pact: When we need it dead now.

Fatal Push: 2 cmc hits a lot of relevant things, can activate revolt with a fetchland and hit more.

Rise/Fall: Also still testing, it's pretty good, but anymore than 1 is too much

Remand: Huge tempo swing early game + cantrip. However our 2 slot is jam-packed as it is, difficult to fit this in from experience. Additionally it's difficult to hold up two mana.

Delver of Secrets: He's great turn 1 and if he flips turn 2. We don't have the ability to fix our draws like in Legacy though, so something like 40% (forgot the exact statistic) of our games are pretty bad since he doesn't get to flip immediately all the time. The deck is well tuned for him though, would switch out Thing in the Ice   for him. I've just had more success with a slower (but not durdle) game that Thing calls for.

Cryptic Command: hurts. Maybe sideboard. More suited for control lists.

Thoughtseize: Like Jund, we need to manage our health carefully. Unfortunately we aren't as fast as Jund, having explosive starts isn't what we do. I think it's better to stick with IOK.

Young Pyromancer: If Gitaxian Probe, Ponder, Brainstorm, and Cabal Therapy were a thing in modern... He gets going but it's pretty slow. Thing in the Ice   fits better imo.

Mana Leak: Might replace Rise/Fall and Collective Brutality with a couple of these. Can't run too many counters because we tap out maybe half the time, save a mana for bolt or push.

Dismember: Might move one to SB, but haven't found the need for it yet.

Collective Brutality: Swapped out for Vendilion Clique

Pack Rat: I loved this card back in the day, but he's too slow.

Painful Truths: Great card, but don't know where to put it or if we need it.

Death's Shadow: Might be good if we throw in Thoughtseize MB, but that might not be what we want with this deck. Need to test more.

Electrolyze: Lots of value, but proven to be too slow with our 20 lands..

Test it, let me know what you think

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Date added 7 years
Last updated 7 years
Legality

This deck is Modern legal.

Rarity (main - side)

7 - 1 Mythic Rares

23 - 2 Rares

19 - 3 Uncommons

7 - 9 Commons

Cards 60
Avg. CMC 1.95
Tokens Emblem Jace, Vryn's Prodigy, Faerie Rogue 1/1 B
Folders modern
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