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Goblin Charbelcher + Proteus Staff + Zirda, the Dawnwaker ="Zirda Staff Belcher," ZSB

This is a newly realized version of my deck which was featured on MtGGoldfish a few months ago. The original (Wake and Bake) didn't have much of an alternate win-con and crumbled to hand disruption (especially post companion errata). I came back to it with fresh eyes and made something I think is much smoother and more competitive.

Proteus Staff + Zirda, the Dawnwaker -- Using Proteus Staff to put decks in any order has been a combo for a while, but the challenge to them was always consistency; how do you find the 1 creature in your deck? The answer to this has traditionally been to use tokens instead of a single hard-to-find creaturs, but that has weaknesses too, most notably taking up card slots.

Enter Zirda.

Because Zirda is the only creature in the 75, we can hit it with staff, put it on the bottom of our library, then reveal the entire library and get Zirda back, putting the revealed cards back in any order.

Enter Goblin Charbelcher.

Charbelcher is best known for it's glass canon build in Legacy; some variants existed in modern but fell out of favor after the Gitaxian Probe ban made it hard to put together. The downside here was obvious as well: the deck is really linear, and if it gets disrupted, it's GG. In this deck, however, we can play just one copy and a normal amount of lands. When we stack the deck with Zirda+Staff, we can put Belcher on top followed by a lethal number of nonland cards. On the next turn, play Belcher and activate it to win!

This combo technically works with most of the companions, but Zirda reduces our activation costs, making Staff and Belcher's activations 1 each.

You can also simply stack your deck every turn for 1 mana, effectively tutoring whatever the situation calls for until the time is right.

As I mentioned, this combo has technically existed for a while, however nobody played it (to my knowledge) because it was too slow (a turn 6 Goldfish isn't very good) and required an all-in deckbuilding approach. Thanks to Zirda, however, we only have to commit 5 mainboard cards to the combo, and the activation costs are more efficient so we don't spend an entire turn activating Staff and doing nothing else.

A big addition to the deck is Myth Realized. It does a number of things: first, it applies pressure. It isn't blisteringly fast, but it does provide a clock. It's also relatively safe from removal, so you can wait to animate it until you've used hand disruption. Another sweet benefit is that Zirda's passive ability affects Myth's mana sink: instead of Zirda being dead without Proteus Staff, she can be helpful by making a big myth. Finally, in a pinch, you can animate Myth and hit it with Proteus Staff to do the same combo as with Zirda, it will just be a little more mana intensive.

Lingering Souls is another great addition, for many of the same reasons as Myth. Souls give a clock, slow down our opponent, or give an alternate target for Staff to combo with.

Supreme Verdict is one of the strongest boardwipes in modern, and we pack them in to stop our opponent's creatures. Spot removal like Path and Push help in the early turns, but a well-timed wrath can ruin any aggro's day.

Academy Ruins gives our artifacts some resiliency. If Belcher gets blown up, discarded, or milled, Ruins puts it right back where it belongs.

Another advantage of going Esper is the hand disruption package we find in Inquisition of Kozilek+Thoughtseize. Preemptively stopping our opponent's game plan or picking off removal to clear the way for Zirda is vital.

When you stack your deck, it's still a good idea to put the nonland cards after belcher in an order you'd need them in case the combo falls through. You're stacking the deck, may as well stack it good. It's also a smooth way to "tutor" sideboard pieces.

Ultimately, this is a CONTROL deck with a combo finish. This means you can't be afraid to grind a little bit and play things slow to avoid losing your Belcher to removal or counter magic. You can feel free to psuedo-tutor spells every turn with Zirda+Staff and clear the way for the combo instead of windmill slamming it when your opponent has an answer.

It's also worth noting that Charbelcher is not a dead card even when you can't combo. It's obviously slow, but you can widdle someone's life total down with some lucky activations if you're desperate.

Most of the side is pretty routine and flexible, but I wanted to note one big inclusion: Griselbrand. Against a lot of aggro decks, the Belcher combo is just too slow -- even when Zirda+Staff is assembled, it still gives them another turn to finish you off. So siding against aggro I tend to take out Belcher and put in Griselbrand, and the deck turns into a more traditional Polymorph deck. Grisel fits with the companion requirement (unlike, say, Emrakul) and also provides a stupid lifelinking flyer to shut aggro down on turn 4. It still isn't a turbo-Brand deck or anything, but it's usually a better option than Belcher in these matchups.
Mindslaver gets an activation cost reduction, so the whole thing is 8 mana instead of 10; paired with Academy Ruins it's a lock, but not nearly as smooth as U-Tron. Also unsure if this does anything better than Charbelcher does.

Kozilek, the Great Distortion would be a potential sideboard, but again unsure if he does anything better than Griselbrand. He could hypothetically stop combo better with his activations if that's a concern, but I feel like the hand disruption package already slows down combo enough to win with Belcher. It'll need testing.

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Casual

99% Competitive

Date added 4 years
Last updated 2 years
Exclude colors R
Key combos
Legality

This deck is Modern legal.

Rarity (main - side)

3 - 1 Mythic Rares

34 - 4 Rares

19 - 9 Uncommons

0 - 1 Commons

Cards 60
Avg. CMC 1.86
Tokens Soldier 1/1 W, Spirit 1/1 W, Spirit 1/1 WB
Folders Modern
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