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Myth of the Sinister Starfield

Modern* BGW (Abzan, Junk) Control Enchantment

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Sideboard


This is a modification of my Starfield of Nyx deck that was W/G based. The reason for the changes that are being made is because I believe the black will allow for better synergy to control the board till Starfield can get active. Also the loss of certain cards from rotation make it hard to rationalize the green staying in the deck.

Goal of the deck is to lock down your opponent with enchantments until it is safe to bring out Starfield of Nyx. While you can rush this enchantment out their quickly, it won't benefit you unless you have 4 other enchantments in play or some enchantments in your grave that are worth bringing back. Also make sure you are careful on your timing as it makes your low cost enchantments vulnerable to kill spells.

Rundown of the enchantments and what they are good for:

Isolation Zone: removes a creature threat or in rare occasions when you need to remove an enchantment. Also useful because it turns into a 4/4 making it one of the harder enchantments for opponent to deal with after transforming.

Myth Realized: Great one drop enchantment that becomes scarier as the game drags on. Great for defending or attacking.

Oath of Gideon: Mostly a test card. Nice because it can generate you some early chump blockers. Primarily in deck to help Sorin get an extra counter.

Quarantine Field: Can remove any non-land permanents. While the means it costs 4 mana () to remove 1 target, it is still nice because if drawn late game it has potential to remove multiple threats. Downsides are that only becomes a 2/2 through Starfield because "x" = 0 for calculations; If Starfield brings it back from the grave you will not be able to remove any targets because it trigger off mana spent to cast it.

Sigil of the Empty Throne: Overall a slow for of token generation because the enchantments have to be cast, but 4/4 angels for almost every spell you cast is a nice trade off. Good enough to run in deck, but can cause problems if multiple drawn in opening hand because of lack of control vs fast decks.

Silkwrap: early control enchantment. Downside is not very useful vs high cost decks. Side out for Auras lock down options if this is a problem.

Sinister Concoction: Cost seems very painful but can be turned into big plus once Starfield hits the board. Its low mana cost helps round out early game defense. Another candidate to side out vs slow moving threats. Great vs decks with haste, because its one of the few options to use on opponents turn.

Stasis Snare: Instant speed lock down enchantment. Can't get simpler then this for why its in deck.

Suppression Bonds AURA able to lock down plains walkers as well as any creature.

Sideboard enchantments:

Bound by Moonsilver: AURA that allows you to stop a card from transforming, attack, and block. Mostly useful because you can sacrifice a permanent to move it around when bigger threats appear. Useful also because you can then preposition some enchantments if you have Starfield on board.

Virulent Plague: This card puts a complete stop to or severely cripples token generation. reason I say it has potential to not completely stop a token deck is because their are tokens larger then 2/2 in standard or your opponent runs a lot of anthem (global +1/+1 effects) to keep tokens from dying to just one in play.


This has been an overview of the enchantments for the deck. One thing you might have notice is the AURA tags in the descriptions. These are important because you can do one silly trick with Starfield involving these cards. Starfield of Nyx ability to bring back an "enchantment" card brings it back to the field. When that card is an "AURA" you bring back it must be attached to a legal card. So for example Suppression Bonds can be attached to any non-land permanent. This seems simple enough, right? So lets go ahead and say you can now attach these cards to an enemy target that has "Hexproof". Surely that can't be as you are not allowed to target an enemy with "Hexproof", right? Well normally the answer is yes, but when you bring the card back you can attach it to enemy creatures that have these functions because starfield does not say you are targeting them. Its some weird loophole where you are allowed to target the creature because the enchantment must attach to something but isn't considered targeting because it wasn't cast or being brought back forced to target something specifically. To help explain, here is a direct quote taken from the MTG Gatherer website:

"Note that if an Aura is returned to the battlefield this way, whatever the Aura enchants isnt a target of Starfield of Nyxs ability, nor is it a target of the Aura card itself. You could put an Aura onto the battlefield this way enchanting a creature with hexproof controlled by an opponent, for example." (6/22/2015)


Hope this all helps explain how the deck operates. If you like the deck, think you know a card that could help, or something about the deck doesn't make sense; feel free to leave a comment to let me know. I am very wiling to talk and explain things till it makes sense and very open to card ideas. Thanks for taking the time to check this out.

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Updates Add

Last update for this deck as I am changing it to a black white variant. You can access the new deck here: Sorin's Starfield

The reasons for changing up the deck idea is because while the green is nice for accelerating me to certain cards, it has too many weakness compared to just running black in its place. Will answer any questions still for the deck to help people who are looking to keep the green for their versions. Thanks for those who helped with comments earlier.

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Date added 8 years
Last updated 8 years
Legality

This deck is Modern legal.

Rarity (main - side)

5 - 0 Mythic Rares

29 - 5 Rares

9 - 6 Uncommons

10 - 4 Commons

Cards 60
Avg. CMC 2.83
Tokens Angel 4/4 W, Clue
Folders Standard, Brews to Choose
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