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While Sin Prodder is criticized for providing your opponent with a choice, of which they will inevitably choose the one that benefits you least, I still wanted to try my hand at building a deck around it. It also happens that Sin Prodder has the requisite power to crew Heart of Kiran, Cultivator's Caravan and Skysovereign, Consul Flagship. While I'd consider paying 3 CMC for a 3/2 with menace alone, I'm just as happy using him as a pilot instead.

What we have here is a Jund ramp deck that gains card advantage and/or extra value out of the top-end cards via Sin Prodder and Combustible Gearhulk. Energy has been incorporated to help provide mana flexibility and removal (via Harnessed Lightning. It's also a bit deceiving in game 1, as the attunes and Servants may lead the opponent to expect a Temur Energy build.

The current build has yet to be played live and has a few cards that I'm debating between (and currently own). Once I have some playtesting under my belt, I'll move toward pulling out the one-of's that don't play as well ( Mina and Denn, Wildborn , Noxious Gearhulk, etc.)

I believe the flexibility of the non-basic lands offsets the likelyhood that they'll be coming in tapped. I view playing a Smoldering Marsh, Blooming Marsh, or Game Trail untapped as a bonus, rather than something to be expected and relied upon. After playtesting, I may swap them out for more basics.

Would love feedback and suggestions. Thanks!

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Date added 7 years
Last updated 7 years
Exclude colors WU
Legality

This deck is not Standard legal.

Rarity (main - side)

10 - 4 Mythic Rares

24 - 2 Rares

13 - 5 Uncommons

4 - 4 Commons

Cards 60
Avg. CMC 3.22
Tokens Elemental 3/1 R, Emblem Nissa, Vital Force, Emblem Ob Nixilis Reignited, Energy Reserve
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