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Enchantment (4)


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This is Modern Living End. This is an explosive deck that holds an advantage against practically every creature build you'll encounter.
The key strategy here focuses on the combo of Violent Outburst + Demonic Dread + Living End . When Violent outbusrt and Demonic Dread 's Cascade ability is triggered, the only spell they can find in the library is Living End , due to all the other spells having a CMC of 3 or more.
Once we find Living End , we can cast it at instant speed to trigger a board wipe and bring our creatures back from the graveyard.
This becomes advantages for us since our creatures here all have the cycling ability. Allowing us to toss them in our yard while we cantrip through our deck finding our combo.
This however doesn't always work, and the deck is fully capable of giving an old fashioned beatdown by dropping big creatures like Monstrous Carabid or Jungle Weaver and turning them sideways.
This is an incredibly fun deck to play and has incredible synergy. Please feel free to leave suggestions!

  • Current Record / 7-12
  • Win Percentage / 36.8

THE UNDEAD... The lamps on Wyndmoor Street snuff themselves at midnight and refuse to relight, afraid to illuminate what lies in the darkness.

  • Architects of Will
    The benefit here is being able to control your opponents next few draws after bringing the Architects back from the yard. This can help prevent a retaliatory board sweep by our opponent before we can use a couple turns to attack for lethal.
    The mana base in this deck does not produce any blue mana, meaning resolving a Living End is the only way to bring this out.

  • Deadshot Minotaur
    We can't always prevent our opponents from bringing creatures back from their yard off of our combo. Deadshot is good at removing any fliers that sneak in this way.

  • Faerie Macabre
    Another good way to spot remove any threats that can enter via Living End , while at the same time adding fuel to our combo.
    It's ability can also be used to chump a Snapcaster Mage 's ETB effect, remove cards addind to a Tarmogoyf 's P/T, and can interrupt a combo deck such as Instant Reanimator.

  • Fulminator Mage
    Easily one of the stars of the deck, Fulminator Mage is great at slowing our opponent by destroying key lands they may need to progress.
    At 3 CMC, it's not hard to cast, and can initiate a block, then sacking before combat damage to prevent damage to ourselves, and destroying a land.
    With Simian Spirit Guide in the deck, we can cast this early to disrupt builds that are more dependent on a fragile mana base such as Tron.

  • Jungle Weaver
    The biggest body in the deck. The 2 mana cost to cycle it is made easier by it being generic mana required.

  • Monstrous Carabid
    Another big body to chew up our opponent's life total quickly.

  • Valley Rannet
    A cycler that can help with mana fixing and provides a large body.
    Remember we can cycle for a Dryad Arbor as well to help provide a target for Demonic Dread .

  • Shriekmaw
    Great at removing threats before we can combo off. Also will remove any threat that hits the field with our combo and isn't shabby as far as board presence goes being a 3/2 body with Fear.

  • Simian Spirit Guide
    I personally love this card here. It makes it easier to cycle more creatures while holding mana back to cast a combo piece. Makes Beast Within much easier to play, as well as bringing some of our higher cost creatures to the battlefield quicker if we have to go to plan B and hardcast our creatures.

  • Street Wraith
    Alternative cycle costs make saving mana back for our combo easier. Having Swampwalk attached makes it even better. Be careful not to over reach with it's alternate cycle cost.

HOLLOWED GROUND...

"Unsafe terrain ahead--Turn Back"
--Sign near the former location of Pyrtagh Cairn

THE ART OF NECROMANCY

  • Beast Within
    A good catch all for green. Made better by the ability to be able to target lands. This can help us along with Fulminator Mage to cripple decks dependent on a fickle mana base. Another trick I enjoy using is to target one of my own lands at the end of an opponent's turn to produce another creature for a lethal all in attack on my turn, or to give myself a blocker during combat.

  • Demonic Dread , Violent Outburst
    These are the keys to our combo, both triggering the Cascade mechanic. Demonic Dread does require a target to cast. A note that can be easily forgotten.

  • Living End
    The star of the deck. Preferably cascaded in with the two previously named cards. If need be we can suspend it, but this has drawbacks as it gives our opponents time to plan around it.

SIDEBOARD Where treachery and oblivion converge.

  • Gnaw to the Bone
    Usually sided in against Burn. Combos great with our strategy of putting creatures in the graveyard.

  • Ingot Chewer
    Our best defense against graveyard hate like Relic of Progenitus .

  • Leyline of the Void
    This is our graveyard hate. Works great in the mirror match, and can shut down reanimator on the spot.

  • Ricochet Trap
    We will bring these in against anything threatening to counter our combo. Control decks typically run slower so it shouldn't be to difficult waiting to combo off until we have one in hand and an extra available.
    This works by changing the counter spells target to Ricochet Trap . This almost always catches the opponent off-guard and makes it more enjoyable to see them realize their about to be steamrolled.

  • Shriekmaw
    A good option to remove an early threat. Not having to worry about it coming back after the combo since Shriekmaw can just remove it again when re-entering.

HONORABLE MENTIONS

  • Pale Recluse
    Essentially takes the spot of Valley Rannet .
    Although the reach ability is good, I found that to many times I would have this in my hand, unable to cycle for a forest because they were either in my hand, or in play. This leads to me being unable to hardcast it as well since none of the lands in this build produce

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Date added 9 years
Last updated 5 years
Legality

This deck is not Modern legal.

Rarity (main - side)

23 - 4 Rares

8 - 5 Uncommons

26 - 6 Commons

Cards 60
Avg. CMC 3.97
Tokens Beast 3/3 G
Folders Decks in Use, Red Combo
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