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Welcome to my meat grinder.

I like to build decks that win. However, I also like to build decks that are fun to play with. This is not one of those decks. This deck punishes opponents for playing the game of Magic... when it works.

This began as an experiment with Bloodchief Ascension and vampires. However, it didn't remain like that for long. Once I found Sleeper Agent, it took a very different turn.

This is the oldest deck I have found that employs the Sleeper Agent and Bloodchief Ascension synergy. I'm not claiming any special ownership, as many of the ideas came from people on websites like Tappedout. I mention this only because I have seen more than a few people lay claim to the idea long after I'd posted it - April 2010. Again, this deck began its life as a group-think project. It's very possible someone else came up with the idea before us. I just haven't found it.

Anyway, as mentioned above, I started with the Agent, the Ascension, and some vampires. A guy in a forum suggested Wall of Souls and gave me ideas from an old Sleeper Agent deck design. This goes back to when Sleeper Agent was first printed. In that build, Sleeper Agent was the primary wincon. It splashed white for Souls of the Faultless, Pillory of the Sleepless, and Soul Link. I opted not to take the route, but I stole plenty of ideas.

My original list included cards like, Contaminated Bond and Nettling Curse for controlling the Agent. Wall of Souls replaced Contaminated Bond rather quickly. Staggershock played a big role in getting the necessary 2 damage for Bloodchief Ascension. I had copies of Demonic Tutor and Burning Inquiry to help me tutor/dig for the right components.

In an ideal game, I'll drop Bloodchief Ascension followed by Sleeper Agent. The Agent racks up counters on each of my opponent's turns, while I deal direct damage on mine.

I can control the Agent with Wall of Souls, Stab Wound, or Vampiric Link. The link also works to nullify my opponent's largest creatures. In a pinch, I can slap Vampiric Link on Sleeper Agent and gain 2 life on each opponent upkeep.

Terminate and Stab Wound deal with creatures too big for Wall of Souls. Magma Jet deals the necessary 2 damage, while helping me dig for the right cards.

Blightning and Hypnotic Specter will put cards in the grave while pinging the opponent's life total.

It can be frustrating. The deck whittles away at my opponent's life, all the while keeping mine stable. If the opponent casts a creature, I will neuter it, or I'll turn it against them. If they attack, they take damage. If they sit back, my agent damages them. If they cast instants or sorceries, those will cost them 2 life and I will gain 2. Most anything they do will hurt them.

Giving your opponent a beatstick, then using additional cards to control it, is problematic. This is card disadvantage, plain and simple.

Enchantment destruction can wreck this deck. For that reason alone, post sideboard games can be sketchy.

Fast aggro can also be devastating. They can overwhelm the board before I can assemble the pieces necessary to win. By the time I get Hypnotic Specter into play, they've dumped their entire hand on the table and my face is looking like Scott Sterling.

Counter control is problematic depending on the build. The low curve of this deck means I can get pieces on the board before several counterspells come online. However, spells that bounce permanents can be brutal against this deck.

When the deck works; it's fantastic. However, it is fragile and it requires a good draw.

I'm just getting back into the game. Therefore I have missed a few sets and a whole lotta cards. Please feel free to offer suggestions. I'm always looking for cards that can solve the deck's inherent card disadvantage problems.

That said, there are a few I am not interested in playing. Here they are.

Souls of the Faultless - Brilliant card. However, I'm not going to pay big money for a 3-color manabase that can reliably get a on turn 1. Plus, it costs one mana too many.

Mindcrank - Great card for a different deck. Incorporating it into this requires cutting too many important pieces.

That's all. Thanks for reading! This is one of the decks I am most proud of. Playing it always gives me an evil grin.

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Revision 12 See all

(6 months ago)

Date added 14 years
Last updated 6 months
Legality

This deck is Casual legal.

Rarity (main - side)

20 - 7 Rares

12 - 0 Uncommons

16 - 3 Commons

Cards 60
Avg. CMC 2.11
Folders Currently Playing, ASCENSION, decks, Amusing Modern, Deck Ideas, TO-BUILD, modern
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