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Creating never ending tokens and life to survive and chump to the late game, maybe flipping or just out-valueing.

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This is the first rough draft I have of it. I hope to shore up initial weaknesses and question marks I have before I go into the hard testing. The main things I need help with is correcting the land basses for the flow that I need - is there a calculator or something like that I could use? Luckily this deck isn't too afraid of loss of life, so runnign the fetch shock cycle instead of the check cycle seems to be best.

Secondly, I need to figure if I need better removal mainboard. This deck can make chumpers for days, then eventually just ride over the enemies, basically kikijiking by the endgame. But I've had problems with creatures I really need to remove - such as a kami in a marytr proc shell ( the recursion made us go to time, haha.

Lastly, I need to find out if it's worth having the thopter sword combo in the deck - there's no real enabler for it other than just pure drawing, but this deck is so damn good at stalling that it kind of makes it an inevitability. I don't think adding whir or other such cards would be worth it as it only enables that part of the combo and takes away from the stall part, which I feel is more important.

Anyways, any help would be cool.

also, no {{Blood Artist}} because it just feels win-more.

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Date added 6 years
Last updated 6 years
Legality

This deck is Modern legal.

Rarity (main - side)

5 - 0 Mythic Rares

23 - 9 Rares

19 - 2 Uncommons

8 - 4 Commons

Cards 60
Avg. CMC 2.14
Tokens Faerie Rogue 1/1 B, Human Cleric 1/1 BW, Servo 1/1 C, Spirit 1/1 W, Thopter 1/1 U, Vampire 1/1 W
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