Sideboard


I really liked the idea of Turbo-Druid, but wanted some more inevitability in the deck, and wanted to add some more ways to abuse Vizier of Remedies, thus Hyper Druid was born. I'll walk through the deck win-cons first, and then follow with a breakdown of the deck by card type/CMC. The basic idea though, is that you have some fairly modular win-cons built around abusing -1/-1 counters, and try for one of the many combos in the deck to win.

Win Cons

Creatures

1 CMC

  • Birds of Paradise just a solid bit of mana acceleration and fixing early game. If you don't need it any longer, you always have the option to just sacrifice it for an effect or chump with it.
  • Viscera Seer it's a free sac outlet! If you can't win the game the turn she comes out (if you're stuck with the majority of a combo and not the last piece of it) she lets you scry through your deck so you can guarantee a win the following turn, which helps fairly frequently.

2 CMC

3 CMC

  • Champion of Lambholt she's just good in decks that have creatures entering frequently, and can win you the game if Kitchen Finks manages to be the only thing you can combo off with.
  • Kitchen Finks is a really solid 3 drop in general, but she does even better in a deck where you can produce an infinite amount of life with her. If the only thing she does is help you equalize after cracking too many fetches and shocks she did a good job, but I find Finks frequently does a lot more than that.

Everyone Else

  • Murderous Redcap he's honestly a little hard to cast at times, due to the double black mana cost in a mostly G/W deck, but he's a solid win-con if you can land him. We have a few cards that can help you get him out for free which helps, but he shouldn't be your go to if you can avoid it.
  • Walking Ballista If you can get your druid combo off, Ballista is a massive creature capable of pinging for however much damage you'd like, or just punching someone in the face if they have hexproof. You can't grab it with Chord of Calling so it's not super reliable in some respects, but digging for it isn't too difficult at the very least.
  • Emrakul, the Aeons Torn she's a big girl that does some big damage. There's a case to be made for using Ulamog, the Infinite Gyre or a green fatty I'm sure, but I just really like how big of a splash she makes when she enters the battlefield, and the built in evasion is nice. I'd avoid running the newer titans, however tempting they might be, because there isn't a solid source of colorless mana in the deck, and being capable of the hardcast is nice even if it's not often relevant.

Land

This is going to feel out of order to talk about now, but I have to address the elephant in the deck that is running Hall of the Bandit Lord. I personally find giving haste to Devoted Druid or Champion of Lambholt to enable a turn 3 win a valuable tool, but I understand it's not going to be everyone's cup of tea, especially in a deck that can be as mana hungry as this one is. Use your best judgement here, but I find it worth what can sometimes be a bit of a gamble. Everything else is a fairly standard Shock + Fetch package, so let's just move onto the next section.

Instants/Sorceries/Enchantments

  • Ancient Stirrings is here to help cycle through things that you don't want all that badly, and to help you dig for Walking Ballista, Emrakul, the Aeons Torn, and Hall of the Bandit Lord. Worst case scenario is that you grab a different land with it, but it's solid overall. I'm only running 2 of it so that I can run 4 of....
  • Oath of Nissa you don't get to dig as far in your deck as you do with Ancient Stirrings, but you can grab any creature not just colorless ones, which helps you grab your combo pieces with a fair amount of ease. There aren't planeswalkers in the deck, but this is functionally "Scry 3, Draw 1" in most cases.
  • Eldritch Evolution I'll be the first to admit it's a pet card of mine, and this isn't the first deck I've built that tries to use the card to combo. Since most of the deck takes place at 3cmc or below, it lets you trade out a creature you don't want for one that you do. Have a Viscera Seer, but wanted a Vizier of Remedies? It got your back. In addition, since both Kitchen Finks and Murderous Recap have a habit of returning from the dead, you aren't even always trading for the creature, sometimes it's just an outright fetch for 3 mana. Because it puts things directly onto the battlefield, it lets me run a lot of one offs on the sideboard, so I'm more prepared for a variety of threats.
  • Collected Company is here to run backup for Eldritch Evolution, and to sometimes drop surprise wins on your lap (on your opponents turn at instant speed no less). There isn't solid scrying in the deck outside of Viscera Seer so you can't guarantee anything with the card, but you can certainly hope it lands how you want.
  • Chord of Calling is here to search for Emrakul, the Aeons Torn using your infinite druid mana, but if you drop 4 or 5 mana into it to search for one of your 1 or 2 drops, it's still a solid card.

Sideboard

I'm aware this sideboard could use a bit of work still, and I'll get to it more in a little bit. For now here is what we have though.

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Revision 1 See all

(5 years ago)

+2 Adventurous Impulse main
-2 Ancient Stirrings main
Date added 6 years
Last updated 5 years
Exclude colors R
Splash colors B
Key combos
Legality

This deck is Modern legal.

Rarity (main - side)

1 - 1 Mythic Rares

36 - 5 Rares

14 - 7 Uncommons

4 - 2 Commons

Cards 60
Avg. CMC 2.40
Tokens 2/2 C Artifact Creature Spawn
Folders Modern, To play test
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