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A true glass cannon inspired by a build recently posted by Squee_Spirit_Guide (check out that version: Mirror Maniac). I took that basic idea and worked within the confines of a mono mana base and ended up with the following.

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You could get away with running nothing but simple Mountains here, although we do run a couple non basic lands that help propel things along (see Token Generation below).

If you already happen to own playsets of Prismatic Vista or Arid Mesa there’s no reason not to include them for deck thinning purposes, but as that would increase the budget dramatically and push us into the red for the next fiscal quarter, I’ve left them out.

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is fortunate to have access to numerous ways to prestidigitise tokens out of thin air, and all for cheap. Start cranking them out as soon as you’re able to do so.

Dwarven Mine will undoubtedly enter play untapped and in so doing will automatically gift us a free 1/1 dwarf creature token.

Kher Keep doesn’t produce any colored mana, but the can always be applied toward the portion of our spells, of which there are many. Its contribution is the ability to create a token on demand. As easily as tokens can be destroyed en masse, this Legendary Land is an ace up our sleeve.

Satyr's Cunning is dirt cheap token production that can be coerced back for an encore performance through its Escape cost. Another safety net against board wipes like Illness in the Ranks.

Strike it Rich adds value through the Treasure token it creates. This artifact can be targeted by Indomitable Creativity if we’re ready to win, or can be used as a mana source in a pinch. Again, owing to Flashback we get even more reliability from this card.

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Since Magic is not played in a vacuum, it’s simply not enough to create some tokens and expect the boardstate to remain the same. This is an ever evolving game. The opposing player will either be raining down fire attempting to eradicate any tokens we’re producing, or else amassing a small army of their own to spell our doom.

Picture the table in front of you as the fog door separating yourself from the Boss sitting across from you. You’re going to want a few buffs before you feel confident to engage them.

Lightning Bolt takes care of many threatening developments Turns 1-3.

Cathartic Pyre is a great new multiple choice spell. Erase that Planeswalker giving you grief, or elect to lighten your hand by 2 in hopes of drawing into a combo piece.

•In the event you’re staring down the barrel of a stompy, aggro or white weenie deck, there is a nuclear option. Bear in mind that Anger of the Gods will sweep away the righteous along with the wicked—say goodbye to any tokens you may have churned out thus far. But considering how many opportunities for token generation we have, coupled with their low cost, bouncing back from a boardwipe won’t pose too much difficulty.

Fire Prophecy is our ace in the hole. Drawing into Laboratory Maniac before we’re ready is a death sentence; we have no and thus cannot hardcast him. Ah, but with Fire Prophecy the benefits are twofold: remove a creature and tuck our wincon safely at the bottom of our library where it can be retreived when we’re ready for it. The same holds true for Leveler, although that one we can hardcast (not that we would normally want to).

Thrill of Possibility and Cathartic Reunion are the same in purpose, letting us dig a little deeper into our library for key pieces.

Blood Moon will nullify any bonuses from Dwarven Mine and Kher Keep, but that pales in comparison to watching the opponent spin their wheels in frustration, each fetch- or shockland rendered nearly worthless.

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What we’re looking for at this stage in the game is a boardstate boasting at least 2 tokens (artifact or creature, it doesn’t matter which) and a hand consisting of Indomitable Creativity, ideally a draw spell of some kind, and NEITHER Laboratory Maniac nor Leveler. It is imperative that both creatures are somewhere in our library and not in our hand. In the unfortunate event one is, use Fire Prophecy to return it to our library.

•With the conditions met, go ahead and cast Indomitable Creativity and target the 2 tokens. When instructed to reveal cards, we will eventually materialize the only two creature cards the deck contains.

Leveler is the very definition of putting all your eggs in one basket. The fact that this powerhouse is a 10/10 is merely incidental; what we’re really after is its ETB effect. Complete and total erasure of our own library. From here we pass the baton to our next creature.

Laboratory Maniac will enter play simultaneously with the aforementioned creature, although order is irrelevant in this case. Once in play, we need only wait for our next draw—be it naturally occurring or at the behest of something like Thrill of Possibility—and once we reach for that empty space which used to house our library, we win the game.


Of note is the fact that only a single copy of each creature is included. This definitely adds a hairline fracture to what was already a glass cannon of a deck, but bear in mind Indomitable Creativity takes the first artifact or creature revealed for each permanent destroyed and puts it in play. You might reveal two of the same creature, which would be useless.

In other words, if you wanted the added security of additional copies of our wincons, that would necessitate the destruction of that many more tokens to ensure we get one of each in play. It’s simply more reliable and more efficient to include only one copy of Laboratory Maniac and Leveler despite the fact that if either is removed we’re pretty much toast.

•Churn out tokens courtesy of Satyr’s Cunning, Strike It Rich, or through the occasional land.

•Keep your token(s) alive long enough to draw into Indomitable Creativity with a little help from draw and removal spells.

•Cast Indomitable Creativity with no less than 2 tokens in play, which will be pulverized to make way for Laboratory Maniac and Leveler to hit the table.

•Either wait for your next natural draw, or else force one to draw a nonexistent card from a nonexistent library, thus winning the game.

Nothing fancy here. A typical list attempting to anticipate some common threats. Sideboard is not complete, so suggestions are being accepted to finish it.

Grafdigger's Cage is a nice way to lockdown Reanimation decks, and most importantly does not interfere with what we’re trying to do. Since Indomitable Creativity exiles the cards found before putting them into play, they are not entering from our library—they’re entering from Exile. Crisis averted (for us——not so much for Reanimator decks).

Pithing Needle shuts down really annoying activated abilities that could totally ruin our day, of which there are oodles.

Dismember is fast removal that sneaks around traits like Indestructible.

”And I will make justice the measuring line And righteousness the leveling tool.”

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Casual

99% Competitive

Revision 2 See all

(2 years ago)

+4 Dismember side
+2 Grafdigger's Cage side
+2 Pithing Needle side
Top Ranked
Date added 2 years
Last updated 2 years
Legality

This deck is Modern legal.

Rarity (main - side)

4 - 0 Mythic Rares

8 - 4 Rares

12 - 0 Uncommons

20 - 0 Commons

Cards 60
Avg. CMC 2.05
Tokens Dwarf 1/1 R, Elemental 3/1 R w/ Trample, haste, Kobold 0/1 R, Satyr 1/1 R, Treasure
Folders Modern, Modern Decks
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