Sideboard


Maybeboard


Major Update 13 December '24: I've revised the list to reflect new printings and better deck tech and updated the below explainer sections. Comments welcome.

In short: This is a counters + hatebears deck that plays as either tempo or midrange depending on the hand.

I wanted to build a deck around whatever two hatebears impact the most deck archetypes.

After looking at my options, I concluded that rule of law effects (limiting casting to one spell per turn) hits the most decks, and that disrupting ETB effects is number two. In most cases, when one of these is weak vs a certain deck, the other is strong.

Now it could be argued that Orcish Bowmasters and Dauthi Voidwalker are better hatebears, but I was looking for options in the classic sense of control, not just well-costed two-drops that do good stuff.

Ethersworn Canonist is the perfect option to bring us to one cast per turn: as an artifact it doesn't count itself, and it allows us to cast Aether Vials without them counting as our once-per-turn cast.

Since we can't take advantage of ETB effects, I had to find some other way to squeeze value out of our creatures. After looking at many options I settled on +1/+1 counters as our value engine of choice.

And since we're using +1/+1 counters we want bodies that have strong keyword abilities, as a +1/+1 counter on keywords is better than the same counter without them. With this in mind, I selected Hushbringer as the ideal ETB hatebear. Not only does she have both flying and lifelink, but she also stops death triggers as an added bonus. What's more is that, as a 2 CMC creature, it's a trivial matter to hold vial on 2 and flash her into play to block ETB/death triggers on the stack.

Because Hushbringer is our ETB hatebear of choice, modular isn't a viable keyword for us despite our use of +1/+1 counters. This is because modular is a death trigger, and so we look to other creatures to generate our +1/+1 value.

All of our other creatures are thus selected for their ability to either generate +1/+1 counters, or their synergy with those counters. The only exceptions being Mother of Runes which is our removal protection, since keeping certain cards/synergies on the board is important to us, and a couple flex slots, namely Grand Abolisher and Spike Weaver.

I could not find one competitive deck in either Modern or Legacy that doesn't want to use the stack on their opponent's turn, so I consider a one-of Grand Abolisher to be a perfect fit for the flex. It synergizes amazingly well with Ethersworn Canonist since Abolisher brings the opponent from one cast per turn down to one cast per round. With both of those and a mother on the board it's virtually impossible for most decks to remove any creatures (short of board wipes).

Spike Weaver puts counters on the board (always good in this deck), gives us a fog that we can repeatedly abuse, and provides another way to move counters around (useful in a pinch).

Because we don't want to get flooded by our two main hatebears, we run 3x of each in the mainboard with the 4th of each in the sideboard. This allows us to reliably get one or two of each per game without flooding, and against any deck that is particularly hosed by either we're able to side in the fourth for games 2 and 3. After a lot of playtesting I can say this detail is a crucial feature of the deck.

Also, since most of our creatures are 2 CMC (with only one >2 CMC in the deck), we can very reliably leave our Vial on 2 without much concern.

This is also why we favor a creature like Benevolent Hydra over an enchantment like Hardened Scales: Hydra can be flashed out with Vial, Scales can't. Hydra can be protected by Mother of Runes, Scales can't. Hydra can be used as a mana sink, Scales can't. Hydra can pass counters to other creatures to save them from Lightning Bolts and Orcish Bowmasters, Scales can't. Hydra can feed Generous Pup, Scales can't. Etc.

A quick note on Myr Scrapling: prior to adding this card the deck often found itself in a position where it needed just one +1/+1 counter on the right creature for the counter engine to crank up. This card solves the problem beautifully: instant speed zero-cost active on an artifact creature so it can both be vial'd in and doesn't count towards Canonist's rule of law effect. Additionally, Scrapling works with our mothers to round out our one-drop removal protection by working against damage-based removal (i.e. Lightning Bolt and Orcish Bowmasters) as well as less common things like temporary whither effects.

We don't like artifact decks because they aren't impeded by Ethersworn Canonist or Mother of Runes and they often like our Hushbringer for cheating out i.e. their Phyrexian Dreadnoughts. As a result, we run 2x Force of Vigors in addition to our 2x mainboard Boseiju, Who Endures, all of which also help against Chalice of the Void locks. We also run 3x Nature's Claims and 4x Swords to Plowshares to handle any and all cheated-in threats.

Against our nemesis (an artifact deck that's built to cheat out Phyrexian Dreadnoughts, basically any 'stiflenaught' variant) we'll side out all four Mother of Runes, all three Ethersworn Canonists, and all three Hushbringers. Side in four Swords to Plowshares, three Nature's Claims, two Force of Vigors, and Gaddock Teeg.

There are a number of potential cards for graveyard hate, but I favor Surgical Extraction over other options such as Faerie Macabre, mainly because surgical is useful against more deck archetypes, and although Surgical is easier to counter, if we have an Ethersworn Canonist in play then it's effectively uncounterable (simply hold it until our opponent attempts to reanimate or similar). Faerie Macabre doesn't make use of this synergy, and that's really what puts Surgical over the top, but either can do the job.

We run Gaddock Teeg in our sideboard because he's still one of the best hatebears in magic and blocks nothing in our list.

A great hand has two lands, a vial, at least one one-drop, and isn't flooded with something weird like 3x Canonists. However note that vial is not a must for this deck, the low CMC makes many different hands playable, so don't mulligan just for one.

In general if you have one or fewer lands then you need to mulligan, the exception being when you have one plains-producing land in hand and one vial, in which case you can keep (although it's a tad risky, I prefer to keep in this instance). Against aggro you probably need two land to keep, regardless of vial. Conversely, if you have more than 4 land + vials in any combination then you should mulligan.

You'll want to playtest the deck a number of times so that you can glance at a hand and understand what lines are available and what synergies are relevant. The deck can go a number of ways in any given game as where you put your +1/+1 counters is sort of a choose your own adventure, so how you'll want to play it is heavily match dependent.

There are many cards that almost made the list. A few of the best, and why I didn't use them:

  • Cenn's Tactician: fantastic against go-wide strategies (especially with mom protecting defenders) and a very unique ability, but too often the deck needs a +1/+1 on a non-soldier creature which Myr Scrapling simply does better (no cost, can use the turn it's out), and Myr doesn't count towards my one spell per turn Canonist limitation, plus Cenn's additional blocker ability generally didn't seem to make or break a game.
  • Doorkeeper Thrull: with this card (replacing Hushbringer) we're trading lifelink and a death-effect hoser for flash and artifact ETB hoser. The issue is that, as a +1/+1 counters deck, we really like keywords, and lifelink is top notch. We also run vials, so the flash ends up feeling redundant much of the time. Finally, the artifact ETB only really ends up hosing The One Ring which, while pretty sweet, isn't actually that big of a deal when our Canonists tend to limit the opponent to one spell per turn regardless of hand size. I went back and forth on this one many times, but ultimately decided on Hushbringer. I wouldn't fault anyone for picking Doorkeeper though.
  • Dromoka's Command: I hesitated a long time before replacing this card. It's easy to protect (just cast after the opponent with Canonist in play), can 2-for-1, is super flexible, and gives counters. However in the end two CMC is a bit slow, and too often there's no enchantment to remove and no creature to fight (or perhaps we can't beat it or target it). When Gift of the Viper came along I tested both, and Viper was more reliable at half the cost with some pretty amazing synergies (incredible card on our tramplers, incredible on our vigilance bodies, can untap mother). Ultimately went with Viper, although Dramoka is a fun card.
  • Evolution Witness: very fun card and unlocks all kinds of shenanigans (repeat channel of Boseiju, Who Endures, or use Myr Scrapling over and over, etc), but in reality whenever it came out there were usually higher priority +1/+1 targets, and if Evolution Witness was actually a desirable counter target that was a bad omen for the game.
  • Hopeful Initiate: sweet one-drop that synergizes really well with Botanical Brawler and can handle artifacts and enchantments. The problem is that the active is too highly costed and too slow. You could play with swapping a couple Myrs out for a couple of these, the results can be good, but in the end I preferred to keep my artifact hate mainly focused in the SB.
  • Hardened Scales: In my testing it didn't work as well as Benevolent Hydra. First, Scales is awful with Canonist since we can't vial it in and when it hits the board it does nothing by itself. A Hydra with just one counter hitting the board buffs our Botanical Brawlers all by itself (and if we have more than one Brawler this triggers all of them buffing each other). Scales can't feed counters, while Hydras can pass counters around, making our Brawlers huge very quickly. That's not to mention passing them to Generous Pup gives the counter right back to our Hydra. Also, just charging up Hydra with a single counter from a Luminarch Aspirant gives us damage-based removal protection at instant speed, and allows us to react to double blocks and so on. Is Scales better in our opening hand? Sometimes, but only if we have no better one-drop, such as vial or mother, and if we have vial or mother, then our t2 is janky since we can't vial out the Scales and we don't want to waste a mana on it over a two-drop. So now we're waiting to drop the Scales on t3, but that only works if we have a third land, since again we won't want to drop it over another two-drop, which means our Scales might be waiting until t4 to come out, by which time we'd as might as well be playing Hydra anyway and getting all the added utility upside.
  • Lion Sash: Ok this should probably be in the deck instead of Grand Abolisher or some other two-drop. I'll admit, I just don't like the card much, it's a bit slow to be great graveyard hate and bit unreliable to be a great counter engine. It does both pretty well though, so if you want to bump the deck up a notch, swapping this in somewhere would probably do it.
  • Revitalizing Repast  : Another card that should maybe be in the deck. But it enters tapped as a land so as a land it's slow, and if I'm going to drop +1/+1s at instant speed I prefer to do it with Gift of the Viper, so this card is basically removal protection, but we run 4x Mothers for that, so this ends up feeling a bit redundant. It could replace our Mothers, but her protection is more versatile, and besides we really want on-board effects or else our Canonist makes it so we can't react to removal if our opponent simply waits until we cast which is super bad anti-synergy. Meanwhile Gift of the Viper is more useful proactively and has great synergy with both vigilance and trample, and it can untap a mother in a pinch.
  • Pendelhaven: Love this land, especially in the Orcish Bowmasters era. However I also love some late-game insurance. I'm honestly not sure which is better, but for now I've opted to keep Gavony Township for just that reason. However Pendelhaven may up the deck's powerlevel a bit if you prefer that playstyle. You could also swap for one of the Boseijus if you feel two is too many.
  • The Ozolith: It's probably surprising that the deck doesn't include this. I decided against it because it doesn't actually advance our board state or inhibit our opponent, and has anti-synergy with Hushbringer (counters from dying won't accrue to the Ozolith). However it still works for other effects such as exile and return to hand, so it's worth considering. It certainly can work. If you decided to replace the Hushbringers with Doorkeeper Thrulls then this can certainly go in, probably replacing one of the mothers.
  • Urza's Saga: Great card, but what are we fetching? If I'm running this I almost have to run The Ozolith just to give something to fetch. And if I do that, what if I already have The Ozolith in hand? Then I get a... Myr. Or a very late vial. But this deck is very color heavy so colorless lands are extremely risky, and it's just not worth the risk for so little upside. And while we can make constructs, I'd much rather advance my counters strategy 90% of the time. I tested it, and it's not terrible, but ultimately I decided to drop it.

Aside from these I tested many other cards, some (but not all) of which are in the "discard pile" at the end. However feel free to drop a comment if there's something you think I've missed, or a card swap you recommend and why (even if it's one I've already considered). I'm always game for suggestions.

This deck is meant to be fair. It turns creatures sideways to try to win games. It's also meant to be fun, at least for the pilot. And it's designed to be both unique and viable against a wide array of archetypes. It doesn't run a huge number of Legacy cards, so it's easy to port to Modern or vice versa, which was another goal of mine. Feel free to playtest and see what you think. It does take a little time to figure out all the synergies and how to run each hand, but I've found it to be a very fun deck.

Thanks for checking it out!

Drop a comment -- suggestions welcome!

"Progress and Poverty" is the name of a book written by a then-famous 19th century economist named Henry George. I decided to name the deck after his book just to bring some attention to his economic theory. Basically, he advocated for eliminating all taxation on labor and capital, and instead taxing economic rents as fully as possible, a notion that came to be known as "Georgism." If you'd like to learn more, here are a couple of accessible summaries that you'll find edifying:

  • Britmonkey Georgism 101 Video: https://www.youtube.com/watch?v=smi_iIoKybg
  • Mr. Beat "Least Bad Way to Tax" Video: https://www.youtube.com/watch?v=6c5xjlmLfAw

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Date added 1 year
Last updated 5 hours
Legality

This deck is Legacy legal.

Rarity (main - side)

1 - 0 Mythic Rares

46 - 7 Rares

9 - 4 Uncommons

2 - 4 Commons

Cards 60
Avg. CMC 1.66
Folders cool ass decks
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