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Hive Mind - Blood Sun - Azusa

Modern* Hive Mind

MinnieThree


Sideboard


Prototype brew of Hive Mind Combo. Uses Azusa, Lost but Seeking, Blood Sun and bounce lands to ramp into Hive Mind or Primeval Titan

Card Explanations:

Creatures:

Azusa, Lost but Seeking: Ramps us from 4-7 with Blood Sun and 3-5 without, setting up for turn 3/4 Hive Mind or Primeval Titan. Also fetchable off Summoner's Pact

Primeval Titan: Big guy, we naturally slot into 6 mana off of 3 bounce lands or 2 bounces and 2 rainbows which happens pretty naturally off a turn 3 Blood Sun or Azusa, Lost but Seeking. Helps to ramp into giant Sphinx's Revelations or if we need to pact for value. Fetchable off of Summoner's Pact. Profitable blocks everything on the ground except for BIG Death's Shadow.

Enchantments

Blood Sun: Main enabler of the combo. Cycles itself, turns off Ghost Quarter, takes away pain from City of Brass. Makes your bounce lands enter untapped and not bounce. Note that this turns all opponent's lands into duals. Shuts down Valakut, the Molten Pinnacle and

Hive Mind: The main win condition of the deck. Whenever either player casts an instant or sorcery, their opponent copies. The deck wins by forcing opponent to pay cast cards like Pact of the Titan and not be able to pay the upkeep trigger. If we cast Hive Mind on turn 4 most opponents won't be able to pay. We play at least 2 copies of each pact to hit every color.

Instants

Pact of Negation: Best pact in the deck. Use this to force Hive Mind through and follow up with Pact of the Titan, so you never hit the upkeep trigger. Once you have Hive Mind down, you should always be able to pay the upkeep trigger, if you have to. You pretty much always have to cast this countering something opponent plays though, so winning with it is more difficult. You can also cast something like Pact of the Titan hold priority Pact of Negation, but opponent will only have to pay the trigger on Pact of Negation. If you cast this countering something opponent casts with Hive Mind their thing will still resolve, so make sure it's not something that kills you.

Summoner's Pact: Not as good as you'd like it to be, but important because most of the metagame can't get GG. Good because it gives us copies 4-7 of Primeval Titan so we can actually close a game out someday.

Intervention Pact: Not as bad as it seems for a card that's fundamentally life-gain. Decent against Death's Shadow and Temur Battle Rage or generally anything trying to hit you in the face really hard. Doesn't target, so it buys you a turn against Boggles or Infect.

Pact of the Titan: Makes a 4/4 out of nowhere which is pretty relevant as a blocker against a greedy Death's Shadow attack or really anything. Most of the decks that can make R won't have 5 mana when they have to answer this (Ponza and Titanshift mainly, storm could ritual off for it but that's just fine with us)

Slaughter Pact: I'm probably much more unexcited about this card than most people. Kills basically every threat except for anything in Death's Shadow. This is one place I'm not sure if the card should just be cut and replaced with Path to Exile.

Sphinx's Revelation: This is a fun one. Massive card draw and life gain when we can have 6-7 sol lands out, which is enough to draw into enough pacts and a Hive Mind to kill most opponents. The best use of it though is as a way to win to an opponent that won't die to pacts (eg a 5 color deck or Ad Nasueom). This can be used in combination with Hive Mind to deck opponents, and with 2+ Hive Minds this just becomes even better. This is WAY more fun of a win condition than Pact of the Titan, if way less viable.

Sorceries

Explore: Ramp that cantrips! Free cantrip with a Blood Sun out, helps us to ramp into a turn 4 Primeval Titan or Hive Mind

Serum Visions: We play rainbow lands and blue, so we play this.

Lands

City of Brass: Rainbow land that doesn't cost life with Blood Sun in play.

Gemstone Cavern: Good rainbow land for early turns. Can be bounced with any bounce land to reset the counters which gives us pretty good fixing.

Green bounce lands We play Green bounce lands because getting GG is important to being able to cast an early Primeval Titan. We don't play the Golgari land because there are only two cards that use B and they don't get cast often except as part of the combo. Gruul Turf is mainly for Anger of the Gods in the board.

Tolaria West Another blue source, which is almost relevant, but can be used to tutor for whatever pact you need. Looking to replace this.

Sideboard

Looking for sideboard suggestions!!! The current one is a filler and I haven't figured out if it does anything yet. .

Weaknesses

Blood Moon/Ponza are really good against usPlaying no basics makes Eldrazi and Taxes a pretty horrible matchupNo mainboard interaction with Storm or graveyard in general

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Date added 6 years
Last updated 6 years
Splash colors BR
Legality

This deck is Modern legal.

Rarity (main - side)

5 - 1 Mythic Rares

34 - 7 Rares

14 - 2 Uncommons

7 - 5 Commons

Cards 60
Avg. CMC 2.34
Tokens Giant 4/4 R
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