+1 UpvoteThis is my variation on the prison/stax style deck for Modern. If you like what you see toss me one of those fancy +1 upvotes.My Prison deckThis deck's main goal is to slow the enemy down to a snail's pace and eventuall get into a full or soft lock. Then it's time to sit back and wait for the wincons to roll around. More games are won to concession then to damage, and that's the way i like it.THE CARDSSince this deck is basically all enchantments i'll separate them based on what their purpose is.
PrisonsStopping the creature beatsGhostly Prison - Simple card, used early to slow the opponent down and let you stabalize.
Runed Halo - Not technically a prison effect but it sometimes is used as a 1 card name prison, it can also be used as a semi
Nevermore
effect.
Sphere of Safety - Late game this is your prison on steroids, Usually only one of these plus whatever else you have on board mean nobody is attacking you anytime soon.
Exile UnderScrew Non-Land Permanents
Oblivion Ring
- The easier of the two to cast needing only , will exile one nasty nonland permenent.
Detention Sphere - Slightly harded to cast version of
Oblivion Ring
but hits all nonland permanents with the same name. Great for large ammounts of tokens but still has value just hitting one target.
Activated Suppression"That costs more" - Me, in 50% of my matches
Suppression Field
- Great card. It's good in the main to poop on random activated abilities in decks that you face. The worst case scenario your still going to be hitting there fetch lands which can really throw people off.
RemovalGrind away the critters
Porphyry Nodes
- Play this card upside down because only like 5% of the player-base know the card. Put your opponent in a position to either hold back critters to wait out
Porphyry Nodes
allowing you to further your board state or they try to race it
The RestBlood Moon - We all know why we're here. Main board, this card will cause some to scoop and others to cry. Great card to slow them down, works well since you get to set up for it to come in.
Nevermore
- Another great card to shut off valuable cards in you opponents deck. Don't forget, much like Runed Halo, you name the card on the resolution so they don't get to respond after you name the card chosen.
Leyline of Sanctity - Hexproof. The mechanic that shuts off so many cards in so many decks. the large upside of revealing it from your opener and getting it out turn 0. Too good of protection not to have
Greater Auramancy - Shroud. This keeps our other enchantments safe from targeted removal. Get 2 out and then you only have to worry about blanket effects.
WIN CONDITIONSThe Fun Stuff
Enduring Ideal
- Ill start with the wincon that doesn't actually win. At its a steep cost for this deck. But the fact that it allows you to go grab whatever enchantments you need to finish the lock or win the game once per upkeep usually means your opponent will just scoop if it resolves.
Assemble the Legion - By far the safest of the actual wincons. It lets you exponentially get 1/1 haste soldiers until you can swing in for the win
Sphinx's Tutelage - A close second for safe wincons. This wasn't in my original R/W list but it felt really bad to have to scoop to any infinite life gain resolutions so we put it in to have alternate ways to win.
Heliod, God of the Sun - It is technically a wincon but it can also be used to pump up the enchantment count for sphere of saftey with his ability to make tokens that are enchantments, and its always nice to have a indestructible blocker for those sneaky people who can afford to pay for prison costs.
Starfield of Nyx - At first glance this seems like a straight up bomb, but it is by far the most dangerous of the wincons because it turns on all of your opponents creature based removal which can be used to remove the one or two enchantments holding them back from a win. The fact that it returns enchantments to the battlefield is the only thing that allows us to run this card.
SideboardJust going over the cards that don't have copies in the main deck.Dovescape - Against a lot of decks landing this means they are fully locked out. Super safe when you get it after resolving an
Enduring Ideal
, Slightly less safe if you hard cast it. If you have a good enough prison set up or some win conditions out you can put in work with birds or by just using whatever win-con you have out.
Nyx-Fleece Ram - Comes in against aggro, burn, and some midrange decks. An 0/5 that gains life is already good, throw in the fact that it is also an enchantment and we find ourself with a great sideboard card.
Rest in Peace - Bring in against decks with graveyard interaction. Shuts off half of Starfield of Nyx but still great.
Stony Silence - Shuts off artifact activation. Makes affinity players cry .