Sideboard


Maybeboard


Anybody can look at this deck and it looks mediocre. It looks lackluster and let me tell you that to the untrained eye, it would seem so. However, THIRTY completed magic decks later, this is still my best deck.

The ultimate question is this: Do you want to, play a removal card that becomes a creature while you draw for playing an enchantment, put an Angel on the field for playing that enchantment than gain 1 life for playing the angel card and increase the tax amount by 1 mana for every creature attacking as you now have 1 more enchantment card? I should also mention that almost all cards put into the graveyard can be returned in 1 turn and you generally draw at least 2-3 cards per turn. I should also mention that in the late game, your opponent generally has to pay upwards of 11 mana to attack per creature. I may have forgotten to say that you have enough removal and draw in the early game to make up for the fact that you have no creatures and generally shut your opponent out for damage entirely even without creatures. YEP!!!! Those are all things. Its amazing I know.

It is easy to notice that I am running 2 Journey to Nowhere and 4 Detention Sphere however most people fail to realize why I use them. In most cases a Swords to Plowshares is better than Journey to Nowhere because a Journey to Nowhere can be removed later on. However, this deck has been optimized for huge tribal bonuses that tip the scale from a 1:1 card to card lost ratio. For example, if you where to cast Puncturing Light on an Kalonian Tusker you would lose 1 card and your opponent would lose 1 card. If you only cast removal cards that resulted in a 1:1 card trade you would likely never win (without draw) because your opponent only needs to get a few cards that would result in a 2:1 trade to have more cards on the table than you. Obviously there are more factors than that, but this is a simplified example. So, usually running large amounts of removal reduces your likelihood of victory. What makes this deck different is that unlike instants like Swords to Plowshares we are taking advantage of the fact that Journey to Nowhere is an enchantment and therefor has to stay on the battlefield. That means we can use enchantment tribal style effects increasing the potential of the card to card lost ratio being above 1:1. Now that is all said and fancy, but what it means is that I play other cards that require other enchantments to be on the battlefield like Sphere of Safety. Making use of the removal cards that already removed cards from the opponents side, I can use them for other effects boosting the ratio. Using this strategy, a denial and removal only deck is actually viable!!

There are a couple of amazing combos in this deck. I will go over each card to show its synergies that make this deck the monster that it is.

Why Sphere of Safety is INCREDIBLY under rated...In most cases Ghostly Prison is a better card that Sphere of Safety. However, that is not the case in this deck because nearly every card you play is an enchantment, it is reasonable to have 5-6 enchantments on the field by turn 7. Your opponent has to pay 5 mana if wants to attack. Now, what about the past 7 turns? Well, it is likely you drew at least 2 removal cards. You can remove two of your opponents greatest threats in that time. If you played correctly, you should only have two turns to take damage from your opponents creatures keeping in mind that you removed the greatest threats so it is likely that they are to only deal at max 4 damage. Due to the amount of draw in the deck, you will out tax him more mana then he has in his deck by on average turn 9. Even sooner if you get two Sphere of Safety as he would have to pay 10 mana to attack you with only 5 enchantments on the field.

Monastery Siege and the ultimate surprise!Monastery Siege by itself is already a good card. Getting some protection for your enchantments and the draw discard can both be advantages. However, it is one of the ultimate players of this deck. The Khans effect is the one where are after as there are a couple ways you can make combos with Khans. The biggest one is Monastery Siege + Open the Vaults . Pretty obvious, but Open the Vaults already adds the ability to mass regenerate destroyed cards turns later, but technically with this, you can count the monastery siege discard as an additional draw. This is the ULTIMATE surprise your opponent has been waiting for. Your mana enchantments that have been destroyed or discarded all enter the battlefield at once! This almost always results in victory. Another powerful combo is Monastery Siege + Starfield of Nyx with another way to return enchantments from the graveyard, you can discard expensive enchantments without worry. Its almost better to discard them, you can avoid there mana cost this way. The last one being Monastery Siege and Gisela, the Broken Blade you can discard Gisela, the Broken Blade and then return her to the battlefield when you play Bruna, the Fading Light. This also means you can discard an angel card of your choosing as long as you don't discard Bruna, the Fading Light. If you do not yet have Greater Auramancy on the field, feel free to make use of Dragons in the right situations.

Volition Reins Its a pretty good card but its in the deck for the amazing combo of Starfield of Nyx + Volition Reins . In the off chance you dont understand, you basically cast this on a permanent your opponent controls in the late game. Afterwords you attack with there own card and hopefully get them to destroy it. Then at the beginning of your next upkeep use Starfield of Nyx to return it to the battlefield and do it again. Keep doing that until your opponent is out of creatures and you win the game.

Luminarch AscensionIt is a win condition on its own. Unless removed playing this usually means victory keep in mind though you may draw significant aggro. The taxing/removal nature of this deck makes this card spectacular (as if it wasn't already).

Mesa Enchantress Nearly Every time you play a non-land card you draw one. This assists with the amount of removal we play and helps with late game.

Greater Auramancy CANT TOUCH DIS!

Avacyn, Angel of Hope helps us protect our enchantment/creatures from creature based board wipes out when we play Starfield of Nyx.

Endless Horizons Do you want to play mana every turn? THEN BUY THIS CARD! Just take great care so that this don't get countered. That would be BAD!

So many edits have been made to this deck! I expect they will keep coming because this is my best deck! Expect even more improvements as the deck progresses further. Recently, I have added Swan Song as I had a little All Is Dust problem when I should have had a win. I myself don't own Prairie Stream, so I am a bit unsure about the effects that card has on the manapool.
One of the major problems people have with this deck is the price tag. Its not horribly reliant on the cards with the big pricetags, they mostly just help with protection. You can easily cut out Nykthos, Shrine to Nyx, Avaycn Angel of Hope, Leyline of Sanctity, Grislea, the Broken Blade, Bruna, the Fading Light, Luminarch Ascension, Copy Enchantment. That should reduce the price-tag by about 100-120 dollars (Canadian).

Then add 2 Sigil of the Empty Throne and two Oblivion Ring. That should work just fine and be a whole lot less expensive. The core cards like Sphere of Safty, Monastery Siege and Starfield of Nyx are not necessarily expensive so you should get by just fine.

When I originally built this deck, I wanted to build a blue and white enchantment deck that made use of Starfield of Nyx. However, when I did my research I found that I could easily include angels as a win condition. While there are some decks that do this, they are generally mono white and I feel that they miss out on the wonderful things blue cards have to offer. While playing this deck, I learned that most people don't have enough mana in there deck to attack me in the late game and decided to capitalize on this strategy.

Suggestions

Updates Add

Comments View Archive

Date added 8 years
Last updated 6 years
Exclude colors BRG
Key combos
Legality

This deck is Modern legal.

Rarity (main - side)

9 - 0 Mythic Rares

28 - 7 Rares

12 - 6 Uncommons

6 - 0 Commons

Cards 70
Avg. CMC 3.90
Tokens Angel 4/4 W, Bird 2/2 U, Emblem Narset Transcendent
Folders Modern, Modern, maybe, Modern Non-budget ideas, Angels
Votes
Ignored suggestions
Shared with
Views