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[Primer] A Classic Mr. C Cha-Cha Creation

Premodern Blink Competitive Control Cycling Midrange Primer RW (Boros)

Tardigrade


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Astral Slide is a WR midrange-control deck for the Premodern format, which utilizes Astral Slide and Lightning Rift alongside cards with the cycling mechanic to generate card advantage and board control. Many cycling cards have powerful additional effects, and they can also be cast normally, giving the deck access to a huge variety of answers and threats. This flexibility is further increased by the inclusion of Burning Wish. Several catch-all answers and a top-tier threat in Exalted Angel round out the deck.

Premodern is a community-created oldschool format in which cards from Fourth Edition to Scourge are legal (other than cards from Portal, Portal Second Age, or Portal Three Kingdoms, and promo cards). For more information about the format, go to https://www.premodernmagic.com/. To see the entire card pool, go to https://www.premodernmagic.com/cards, or input the following into Scryfall:

s:4ED or s:ICE  or s:CHR or s:HML or s:ALL or s:MIR or s:VIS or s:5ED s:POR or s:WTH or s:TMP or s:STH or s:EXO or or s:USG or s:ATH or s:ULG or s:6ED or s:UDS or s:MMQ or s:NEM or s:PCY or s:INV or s:PLS or s:7ED or s:APC or s:ODY or s:TOR or s:JUD or s:ONS or s:LGN or s:SCG

Remember when competitively viable four mana green creatures looked like this instead of this? Remember when the best thing you could hit off Oath of Druids was Morphling? Remember when Magic art was weird, abstract and beautiful? Or are you new and already bored of this nonsense? Tired of formats dominated by Brainstorm? Of uninteractive games, moral Crusades, and unaffordable solutions?

This is the format you're looking for.

It has something strange in it. Not kitchen table, not tournament stage. No money anywhere, but not just for fun. Cheap ties and folding chairs in small back rooms. Signed Dark Rituals on the prize table. "By who?" "You don't know who that guy with the aviator shades is? He crushed Dallas last month!" No data. A madman who'll pull it all together just in time for the tournament. (He'll be wearing a Hawaiian shirt). The camera over the grand final table won't have great resolution, but you'll watch anyway, and it will matter more than it has in years, since perfection has nothing on drive. That's what it is: The sparkmage shrieked, calling on the rage of the storms of his youth. To his surpise, the sky responded with a fierce energy he'd never thought to see again...

Astral Slide: Fogs creatures, kills tokens, messes with CiP triggers, saves our nontoken creatures from removal, flips Exalted Angel, rebuys our CiP triggers, makes Meddling Mage useless, beats protection... Play three, since seeing two isn't great, but Disenchant is common and you want to see one every game.

Lightning Rift: Kills most creatures in the format with a single activation. With two, it takes care of basically any problem. Also wrecks specific big creatures. And helps kill your opponent. Because this card is good in multiples, playing either three or four copies is the right idea.

Decree of Justice: In its normal mode, this spell is your primary finisher - a worse version of Entreat the Angels. Cycled, this card is an uncounterable finisher or an emergency token generator, which replaces itself while triggering your engine cards. Every control deck playing white in Premodern plays this card, and it's even better in Astral Slide than it is in those decks. Play three with an additional copy in the sideboard.

Eternal Dragon: Generates card advantage, helps with mana consistency, and becomes a recurring threat in the lategame. It isn't fast or flashy, but it is worth including. Play one to four copies.

Renewed Faith: A reasonable anti-aggro tool when cast, and a small utility effect when cycled. The cycling is valuable enough, and Sligh prevalent enough in Premodern's meta, that playing four is probably correct.

Slice and Dice: About that Decree of Justice every white control deck in the format was playing... Also a six mana wrath in a pinch. Play two with an additional copy in the sideboard unless your meta is low on token decks and Goblins and control and Survival and Elves and decks that play miscellaneous creatures with 1 toughness... never mind.

Spark Spray: Mostly played for the cycling, but also kills mana dorks, Goblin Lackey, and other stuff that you'd rather not spend Swords to Plowshares on if you can help it. Play four, since one-mana cycling is very good.

Burning Wish: Increases our deck size by a virtual 2/15 cards and increases consistency. Spot removal, a wrath, a threat, a silver bullet, a hoser and a value generator in one card. Play three to four copies since it is sometimes dead.

Exalted Angel: Stabilizes and kills your opponent at the same time. When this is bad, it's a must-kill threat. When this is good, it's basically a flying Batterskull. Because we can protect it and flip it with Astral Slide, it's more often good than bad. Quite slow as a six-drop, but sill strong. Play three or four depending on what your meta looks like.

Flametongue Kavu: Marginally playable on its own, and becomes very powerful with Astral Slide. Running a copy or two is definitely a meta-based decision, since the rest of our deck is fairly clunky and we play a lot of removal already.

Lightning Bolt: It's bolt. It defines what the word "playable" even means. However, we are not looking to directly damage our opponent with spells, and we are playing white, which means we have access to...

Swords to Plowshares: This is the best piece of spot removal ever printed in the entire history of Magic: The Gathering.

Wrath of God: We're in white, we're playing very few creatures, and we're a control deck, so this is an auto-include. Stabilization is usually achievable with a flipped Angel or a bunch of Rift and Slide activations, so this usually acts as an emergency reset button. Play as many copies as your meta dictates, with at least one in the sideboard.

Battlefield Forge: This is the best fixing WR decks in Premodern have access to, since enemy-colored fetches don't exist in the format. Play three to four copies, depending on your color ratio and how much aggro is in your meta, since Slide has fairly good mana and doesn't need four of this by default.

Dust Bowl: Since our mana requirements are not extreme, playing some number of utility lands is okay, and this is a powerful option. Most decks in Premodern play some number of manlands, synergistic lands, or multipurpose nonbasics, which this deals with. Dust Bowl can also act as a win condition against certain decks - a slow and controllable Ravages of War. A meta call.

Forgotten Cave: The fact that this cycles for one mana makes the CiP tapped clause worth it. Most of the time the drawback doesn't matter anyway, since we play few one mana spells. Play three to four depending on how many other cycling cards you run.

Mountain and Plains: There are no other good fixing options in Premodern for our colors, and this format has Wasteland in it, so we generally run a lot of these. Luckily, digging constantly with cycling cards and fixing with Eternal Dragon makes our consistency better.

Secluded Steppe: See Forgotten Cave.

Temple of the False God: Slide is fairly mana hungry and usually makes it to four lands without any problems, so this can give us a significant advantage in the lategame. It can also hinder our early development and make some hands unkeepable, however. Slide has enough consistency that trading some in for volatility is a real consideration, so this can make the cut in some lists.

Wasteland: Kills all the things Dust Bowl does, cheaper. Also creates opportunities for broken tempo plays against decks with complicated mana, but Slide is not positioned to generate or take advantage of these swings in the same way a deck like Stiflenought or MGA can. Definitely playable, but a personal and meta decision.

Rishadan Port: Similarly to Wasteland, this shuts down opposing mana or utility lands. Unlike Wasteland, it requires continuous investment to operate and can change targets when a new problem arises. This makes it more flexible and less efficient overall. Slide is already a high-flexibility low-efficiency deck, and it's not clear if maximizing that tendency or trying for more efficiency is correct, so running Rishandan Port (MMQ)|Port is a personal and meta call yet again.

Kjeldoran Outpost: Has a serious drawback, but breaks open control matchups... unless they have Wasteland or Dust Bowl, which they usually do. A meta call.

Akroma's Vengeance: Deals with complicated boardstates by making there not be a boardstate anymore. The cycling clause means Burning Wish is technically never dead, which is a small but real bonus.

Armageddon: A symmetrical effect.

Cleansing Meditation: Enchantments are good in this format. Also wins the Enchantress matchup by itself. And you'll usually hit Threshold too.

Decree of Annihilation: Hey, it's got cycling...

Dust to Dust: A meta call against Tinker and MUD.

Firebolt: Sweet tech. Probably not great compared to other options, though.

Flashfires: It's got great flavor text... worse than Armageddon in most situations, though, and not worth a slot unless you're seeing lots of Grocery Store Spice Isle in your meta.

Gerrard's Wisdom: A wishable lifegain card with a very high ceiling. We don't have a lot of true card draw effects, however, so it may be inferior to an actual anti-aggro sideboard slot in most situations.

Jokulhaups: Counterable Obliterate at a playable cost. Still not good.

Meltdown: See Dust to Dust.

Morningtide: Helps fight Oath, Survival, and most combo decks. Also has some utility against decks playing Threshold and Flashback.

Obliterate: Meme value is the best kind of value.

Pulverize: See Meltdown.

Pyroclasm: An obscenely strong anti-aggro card. Nice double Sarcomancy off Dark Ritual you have there...

Shatterstorm: See Pulverize.

Wildfire: Sometimes, this is Armageddon plus Wrath of God. Mostly, it is mediocre.

Aura of Silence: A speedbump and removal. Very powerful, but has to be committed to the board to have an effect, making it vulnerable to opposing enchantment removal. Also competes with Disenchant and various other options for space, and comes down on turn 3 rather than turn 2, making it worse against Standstill.

Boil: Control decks in Premodern don't typically play enough Islands to justify running this, even though it's instant speed and can therefore be sequenced around counterspells better than Armageddon. Some combo-control decks do play many basic Islands, though, and this is good against those archetypes.

Conversion: Can ruin a Sligh player's day, but probably not much more than Sphere of Law will. Doesn't deal with an on-board Sulfuric Vortex.

Disenchant: Instant speed removal for stuff like Cursed Scroll, Scroll Rack, Mox Diamond, Tangle Wire, Masticore (sometimes), Winter Orb, Powder Keg, Black Vise, Zombie Infestation, Fires of Yavimaya, Phyrexian Arena, Recurring Nightmare, Aluren...

Enlightened Tutor: A versatile, powerful tutor.

Gilded Light: Primarily an anti-Storm card, but has incidental utility against some other combo decks. Now that Yawgmoth's Bargain is banned, playing an anti-graveyard card in this slot is probably correct, though.

Humility: Since we play very few creatures, this is an option to absolutely nerf whole archetypes. Can be used as a pseudo-wrath, a mass Needle effect, or both at the same time. Of course, we already play anywhere from two to eight mass removal effects, not counting virtual copies from Burning Wish. And we can't save our creatures from this with Astral Slide as we can with our wraths.

Karma: Problems with Monoblack Control? Not anymore! (Just watch out for Nevinyrral's Disk).

Light of Day: The hoser of choice against Sui, Psychatog, and other black-heavy decks.

Null Rod: Wrecks certain metas and decks, and often does so permanently, unlike artifact removal. A card with a low floor and a high ceiling.

Pyroblast / Red Elemental Blast: Beats about a thousand cards in Magic's most powerful color. Split between PB and REB to preserve equity against Meddling Mage.

Radiant's Dragoons: Does an okay Siege Rhino impression against aggro, and is backbreaking for all aggressive decks when combined with Astral Slide. It is four mana plus Echo, clunky, and pretty bad in non-aggro matchups, though.

Runes of Protection: In this deck, these are upgraded versions of Circles of Protection, since they can cycle. The white mana activation cost is usually not as relevant as the cycling, so I would recommend running these if you're going to run a protection effect. Meta calls.

Seal of Cleansing: An onboard version of Disenchant, with obvious applications against Standstill decks. Given the prevalence of UW Landstill and Stiflenought in Premodern, this is a worthwile inclusion into many lists.

Shattering Pulse: It can't be grabbed with Burning Wish but it can be used multiple times... for six mana a pop. That's a pretty steep cost, but repeatable removal is pretty good. As with Null Rod, the value of this card goes up with the number of artifact decks at your LGS.

Sphere of Law: Turns Lightning Bolt into Hornet Sting and Sulfuric Vortex into draft chaff. Run at least two.

Teroh's Faithful: A worse Radiant's Dragoons, without echo. You're not playing Dragoons for their amazing on-board stats, but this might be better on occasion.

Warmth: A cheaper version of Sphere of Law, except against Sulfuric Vortex, which is in just about every red aggro deck in Premodern. Don't try to dodge Vortex - play Sphere.

Tormod's Crypt: Can be activated at instant speed and costs zero mana. Has to be deployed on the board, though, making it vulnerable in many cases. And you can't Wish for it. If you're running into Reanimator, Pandleburst, Breakfast, or Goblin Welder a lot, playing several of these is a good idea.

Landstill Show

Sligh Show

The Rock Show

Stiflenought Show

Goblins Show

Survival Show

Enchantress Show

Psychatog Show

English Breakfast Show

Terrageddon Show

Devourer Show

MUD Show

Madness Show

Sui Show

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Date added 4 years
Last updated 2 years
Legality

This deck is Premodern legal.

Rarity (main - side)

3 - 1 Mythic Rares

15 - 4 Rares

13 - 7 Uncommons

16 - 3 Commons

Cards 60
Avg. CMC 3.26
Tokens Angel 4/4 W, Morph 2/2 C, Soldier 1/1 W
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