Sideboard


So I saw the Dark Jeskai standard deck at the BFZ pro tour and thought that the concept of jeskai + black splash was pretty cool so I through this together.

So the deck has gone through a quite a few changes as I shifted from burn heavy control to a more flat removal and counter based strategy.

Currently the deck aims to stall the game through removal and counters until it can drop a bomb (either Dragonlord Ojutai or card:Keronas God of storms) and then just win off the back of that. The deck also feeds of some minor value plays such as returning keranos or ojutai with Kolaghan's Command or just causing discard from Esper Charm.

Any comments are appreciated and its very much a work in progress.

Deck explained (will update as I get time):

Lands:2 Celestial Colonnade & 1 card:Creeping Tarpit - I am running 3 man lands as I feel anymore would run the risk of getting too many forced tapped lands throughout the game while also providing me with an alternative source of pressure if the game drags on that late.

Haven of the Spirit Dragon - So I decided to test a single copy of haven as it can return ojutai should it ever hit the bin (counter or removal)

Minamo, School at Water's Edge - This card interacts with Ojutai unbelievably well as it retores the hexproof effect, which I can do at instant speed to fizzle a removal spell.

Instants:2x Cryptic Command - So Cryptic is the be all end all of Modern counters and I love playing the card in every deck I can get it in, However I feel given the strain of 4 colours on the mana base anymore than 2 copies would be extremely greedy.

2 Esper Charm - So I settled on 2 esper charm as I feel that the versatility of the card is amazing however I probably don't want more than 1 per match and sometimes none at all. This is due to the strength of instant speed draw in prolonged games and discard against combo decks and the enchantment removal is a bonus.

2 Kolaghan's Command - This card is fairly self explanitory it allows me to bring back any bomb that his the bin and can create good value trades.

4 Lightning Bolt - cheap effective removal or burn if needed

2 Path to Exile - The exile effect of path can be very nice however when I have access to both red and black I don't need a full playset as given my opponent lands is not ideal

2 Mana Leak - solid early game counter

2 Remand - good way to swing tempo in the early game and even mid game can still be usefull

2 Spell Snare - so many good 2 drops in the format and spell snare is a great answer

Sphinx's Revelation - great way to win the game through sheer card advantage late or get out of a jam mid game

3 Serum Visions - Due to the large amounts of 2 ofs in this deck having the ability to sift through my deck is extremely important.

Sorceries:3Lingering Souls - lingering souls either lets me chump block if necessary or provide pressure if i'm in control (also 4 flying 1/1's for 5 is great value)

2 Dreadbore - The reason I'm playing this over terminate is so that I deal with planeswalkers like liliana if they hit the board.

2Supreme Verdict - kinda self explanatory

Creatures:2Dragonlord Ojutai - Great wincon that combined with Minamo can become basically impossible to remove. I can also return it with kolaghan's command and haven.

Keranos, God of Storms - Once keranos hits the board it is extremely hard to remove while giving me either a free bolt or card advantage.

3Snapcaster Mage - The flashback is extremely versatile and the card is jut insane.

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Date added 9 years
Last updated 9 years
Legality

This deck is Modern legal.

Rarity (main - side)

18 - 2 Mythic Rares

19 - 6 Rares

18 - 6 Uncommons

2 - 1 Commons

Cards 61
Avg. CMC 2.40
Tokens Soldier 1/1 W, Spirit 1/1 W
Folders Izzet
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