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This is a twist on the old Khans-bloc Manifest strategy, using some interesting twists, all built on some serious ramp.

The goal here is to ramp very quickly into Whisperwood Elementals, which are the engine for cheap creature tokens, everywhere. Once per turn, the top of your deck is now a creature (face-down). The key question is, how do we get them face-up?

The most obvious way in this deck is using blink-effects. we have: 1. Deadeye Navigator2. Ghostly Flicker3. Conjurer's ClosetAll of which will exile a manifest creature token and return whatever the actual card is to the battlefield, preferably for way cheaper than the actual creature cost. That's where we get a lot of these "big" creatures with ETB effects, like Arborback Stomper, which can add loads of life to our total w/Deadeye, Frost Titan which can be a real nuisance for spell-decks, and best of all Chancellor of the Forge, which can make an absolutely ridiculous number of goblins in a deck like this.

Manifest decks are mana-hungry, so to pay for all this we need flexible mana harvesting like Rattleclaw Mystics, though 1-drop Elvish Mystics never hurt to ramp quickly. Xenagos, the Reveler is essentially acting as a glorified mana-dork here, though he could add a lot of tokens if I know a Chancellor is coming up soon. To top it off, we have the mother of all mana-generation herself, the Prophet of Kruphix, to really just give our opponents a bad day.

Lastly, it's helpful to know what is going to get manifested, and whether I want that to happen or not. That's where cards like Courser of Kruphix come in, which play the top deck face-up, plus some bonus like playing the land, copying the ability, or casting an instant w/ a copy. Melek, Izzet Paragon and Mul Daya Channelers are in this vein.

If this fails and I end up with a needed land or instant on the field as a manifest token, We have a couple of Temur Sabertooth and Icefeather Aven to bump cards back into our hand without a hitch.

Always up for suggestion, though this deck is more casual for my friend-group, so no expensive lands or anything are gonna go in here.

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Updates Add

After extensive playtesting, there's a couple of big updates I've made to how this deck functions, based on what actually worked. But first off, boy has this been fun. It's great to find a deck that really plays "like you".

First off, I've been amazed at the performance of Mul Daya Channelers. This card has been a fantastic utility, and really keeps our field alive for just long enough to ramp into the 5-6 mana range where the magic starts to happen. With so many creatures, it's almost always a 5/5 for 3 (and most of the green is ramped into anyway) and on the (quite common) chance it's a land on top instead, we get TWO of any color. Wow. This has saved my butt many times. This card really puts great early pressure on the opponent for really very little cost. By far outperforms Courser of Kruphix, and the like.

Second, the best way I've actually been able to abuse manifest and ETB effects has been with Conjurer's Closet. There's no mana cost, so I can always guarantee some shennanigans once one of these comes out. Additionally, they stack really well, especially with Arborback Stomper being around, so hey, why not 4. In tandem with Whisperwood Elemental, we get a slick ability to plop down "free" permanents at every end step, either helping us ramp more or go on the offensive.

Last, I've removed a lot of the bounce cards in favor of a more drawing/countering control support structure. In practice, I really don't care about losing a few non-permanent cards as free 2/2 tokens, since there aren't any particularly great instants in there...but having the ability to counter at least a few burn and destroy spells is huge.

The sideboard keeps a few of the interesting morphing fliers, since I've found enemy fliers to be one of the key weaknesses of this deck. Possibly sub out a few rampers and half of the mul daya's in this case.

Comments

Date added 7 years
Last updated 7 years
Exclude colors WB
Legality

This deck is Modern legal.

Rarity (main - side)

6 - 4 Mythic Rares

29 - 5 Rares

10 - 2 Uncommons

6 - 2 Commons

Cards 60
Avg. CMC 3.80
Tokens Goblin 1/1 R, Manifest 2/2 C, Morph 2/2 C, Satyr 2/2 GR, Treasure
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