Sideboard


Mostly me driving myself insane. It started as uw, then went to loam bant, then dark bant, and here we are. If you value your sanity just go play uw it's probably just better but I like tinkering and seeing what happens

Archmage's Charm very versatile and here on a testing basis. Triple blue might be too hard here.

Force of Negation this is a card I'm always right on the fence of. Why play this when I could play Dovin's Veto? In this deck I'm choosing this one simply because I run more sorcery speed cards than I normally do so not needing to spend mana for it is good.

Kaya's Guile I have really good success with this card, because of all it's modes it truly is never dead. There's times where a different card is better for sure but being able to choose is powerful and in a grindfest entwine can be the straw to break the camel's back.

Counterspell if I have to say it you don't want to play this deck.

March of Otherworldly Light defacto white instant speed removal. Hits a lot of things for one more than they cost. It's a good card and it's hard to not play so I didn't try.

Prismatic Ending I'm four colour one of which is white. This is a no brainer inclusion. It feels bad to cast for four but removal is removal.

Endurance this let's me either get rid of my opponent's graveyard or to shuffle mine back in for a fatigue wincon. The latter of the two should also increase the density of relevant spells in the deck making continuing the game easier.

Solitude is amazing late game. I really do not care about killing my opponent fast so the life is negligible. The lifelink is great for me, and with the newish mono black Cabal Coffers decks this can answer an Emrakul, the Aeons Torn.

Dress Down has a lot of really cool interactions some of which are also quite strong. Making a Murktide Regent come in as a 3/3 is good, as is wrathing Urza's Saga tokens. On top of that it cantrips.

Spreading Seas is another flash enchantment that cantrips but instead of dealing with creatures some way or another I can mess with people's manabases more while staying card neutral. Resource denial is always a good time.

Leyline Binding this card is why I added red mana and red mana is why I added red cards.

Teferi, Time Raveler is the poster boy for control walkers these days. Opening my sorcery to instant speed and shutting my opponent to sorcery with their instants makes interaction much more one sided.

Wrenn and Six buyback Ghost Quarter or boseju, who endures maybe get an emblem, maybe shoot a ragavan or Darcy. Good card.

Boseju, who endures mainboard-able hate that becomes recurable with Wrenn and Six is a powerful tool. Notably it gives a land with a basic type however, this makes using it more like rishadin port than Ghost Quarter in some cases where you bet they won't pay life when channeling on either their end step or upkeep to deny access to an answer that you can bluff to make them think they need.

Ghost Quarter I like messing with people's lands.

Assassin's Trophy unconditional removal for if there's something hard to deal with.

Dovin's Veto last word negate might turn in to fluster storm.

Kaya's Guile more grave hate, extra edict, maybe some life if I'm really struggling.

Force of Vigor hammertime.

Minor Misstep seems pretty strong trades 1 for 1 against most of the strongest cards in the format.

Mystical Dispute basically the same as above.

Surgical Extraction sometimes someone just has a card I can only deal with once, this makes sure I don't have to do it a second time.

Kaheera, the Orphanguard free cards are free.

Kroxa, Titan of Death's Hunger against midrange I think a kroxa in the deck is better than a kaheera in the board. RIP my boy uro.

Leyline of the Void for when graveyards matter a little too much.

This panel will be expanded as people ask about different cards or as I make changes to to deck and test different things. If this gets to being a long list I'll break it up by type.

Otawara, Soaring City I don't think I have a slot for it. I could take out a Ghost Quarter for this but being a deck that really wants to grind out my wins slowly and modern being very light on basics I think that Ghost Quarter is going to put in work where I need it and when I don't Otawara, Soaring City is too slow anyways.

My maybe board is cards that may end up in the deck or board but idk what to cut for them.

I want a Steam Vents and Hall of Heliod's Generosity not sure what comes out though.

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Date added 2 years
Last updated 1 year
Legality

This deck is Modern legal.

Rarity (main - side)

17 - 0 Mythic Rares

33 - 8 Rares

4 - 5 Uncommons

4 - 0 Commons

Cards 60
Avg. CMC 2.58
Tokens Emblem Wrenn and Six, Spirit 1/1 WB
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