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This deck is Highly competitive. Plan: go Grand prix and win.

Any comments would be AMAZING. Any card suggestion would also be AMAZING; but, please do not judge a card because of its colors; judge it by the total cmc and its interaction with the battlefield. Leave the colors to me :D I just want card suggestion, concepts, and critical analysis and discussions.


DESCRIPTION!!

the deck is supposed to not have that much of a point or a goal to reach. The theory is that this reduces piece sensitivity weaknesses and greatly increases consistency and resilience. However, thus the name synergy, the cards interact really well together and there are many little combos that make up the synergic efficiency of this 4 or 5 colored deck (i keep bouncing blue in and out.)

Some primary combos and card descriptions and value:

Domri Rade is card draw, targeted removal, and massive buff if he lives long enough. One of the winning combos in this deck is with domri forcing Phyrexian Obliterator into combat with one of the opponents beasts. Even if it sacrifices phyrex in the process, the opponent looses practically everything :D

More with Phyrexian Obliterator:

if he is out with an Arena, although Arena is not targeted, (which can be an advantage,) phyrex can be continually knocking out critters that the enemy has. Even if they are blocking with 1/1 dinks, they are sacing a permanent every turn including the destruction of that creature. Phyrex would be the queen piece in this deck if I had to pick one. Qasali Pridemage, which is removal, as well as Noble Hierarch, which is mana ramp, both have exalted which can easily make phyrex swinging as a 7/7+ trampler. If I got Slayers' Stronghold out, he can get vigilance so he can block to defend me as well after he swings. also, noble and qasali's exaltation helps other creatures as well of course. When phyrex is in large trampler mode, the enemy is also screwed: block him whole and you lose everything, don't block him and die, attack me I block and you still lose everything :D. Phyrex acts as a great battle retardant. Even in if phyrexian is on his own, he retards combat because the enemy wants to avoid touching him.

Knight of the Reliquary is another queen piece; she is the pinnacle of efficiency. Let's begin the list:

She can get very large if I search for a fetch land and then fetch, so +2 each turn, 'and' she is really thinning my deck of lands which increases draw efficiency. She mana ramps, gets me colors, can pull out Arena and Slayers' Stronghold and so on. Her almost primary combo is with this though: Sejiri Steppe . This allows me to protect a fat Phyrexian Obliterator, or any other of my critters, or herself, on the field from crap like Path to Exile. Also, the protection can give a variation of unblockable. I choose the dominate color of the enemy and swing unblockable because protection disables blocking of that color.

A game winning combo is with Knight of the Reliquary and Ob Nixilis, the Fallen. Knight brings out a fetch, (1 landfall) then fetches (2) and i I happen to have a land in hand because i was saving it and I can put it out (3) and if it were a fetch (4). upon ob nix's entry, there has just been 4 landfalls which is 12 damage immediately on the opponent. Ob nix is now a 15/15. It is as if he swung with haste unblockable and is still untapped :D. the next turn knight can fetch and probably finish off the enemy alone, but if not I can have knight give unblockable through protection with Sejiri Steppe to ob nix (which landfalls to an accumulated 15 damage) and swing as an 18/18 unblockable. If I had Slayers' Stronghold down, than this can happen all upon ob nix's entry due to haste; which means I can win in all of the sudden in 1 turn. (did that to a murfolk deck, brought him from 20 to death and I was about to die next turn xD)

Mul Daya Channelers is simply a good card. Since my deck is creature heavy, she is usually either a 5/5 or mass mana ramper/color provider. Combined with exalted she is a very quick/early 6/6-7/7 swinger and then next turn giving me black to put out Phyrexian Obliterator or dual cast smaller things. She gives me top deck control over my deck. If I have Domri Rade out, she is freakishly awesome. If a creature revealed, domri draws, then a land is usually shown and mul daya can then tap to help cast what domri drew. Or if a land is all ready on top, then I can fetch with an existing fetch land or have Knight of the Reliquary sac a land and get me a fetch which shuffles the deck, and I then hope for a creature to be revealed. If still not, than I can crack the fetch and try again which almost always works by then getting a creature on top for domri. visa-versa, I can control my top card towards lands rather than creatures so mul daya can help cast what is already in hand. Mul daya is simply efficient, especially in combo with other cards in the deck, and is quick brute force.

Another point towards Knight of the Reliquary, in combination with some cards, she allows top deck control which improves the efficiency of my draws. (plus she is thinning my deck which also does so)

The removal suite is of burn spells: ranging from singular low cost burns like Lightning Bolt and hybrid cards like Jund Charm which can handle a large variety of deck archetypes. The theory with using burns is that these destroy mana ramp creatures, tokens, and any low cost utilities that the opponent puts out turn 1-3. Midgame these are obviously still helpful, seeing as they can also hit the opponent directly to deliver a finishing blow on demand. But anyways: the theory is that anything that is too big for burns is then handled by Phyrexian Obliterator who's devastation increases with the power of the enemy's creatures. Also, Ob Nixilis, the Fallen, Knight of the Reliquary and Mul Daya Channelers can handle anything to big to burn very nicely.

In addition to the burn suite are multi-targeted burns like Fiery Justice and Aurelia's Fury. both of these can absolutely wreck a deck like affinity for example. They can have the five life if I can burn their whole hand's worth of cards on the battle field. It's like a 3 cost Wrath of God. Aurelia's Fury is great in a similar fashion but opens up a bit more tactics. it taps large threats, prevents enemy non-creature casts, can burn multiple tokes as well as the enemy which is the key part of its beauty, and it is an X cost which is very nice late game when I have about 8 mana.

And then there is Abrupt Decay. yah.... its just a good card. Likewise with the burns, it kills anything medium-small, but it also is non-creature removal. This bundled with Qasali Pridemage is a nice anti-non-creature suite.

So this deck takes off around turn 4-6 and your dead at turn 6-8+. it may seem a pinch slow but it definitely can delay the enemy with its burns and then devastate their permanents while protecting itself with its unique pile of small combos; definitely a combo deck. Optimally this deck can turn 5 kill or turn 3 receive a surrender form the enemy. A turn 3 Phyrexian Obliterator is very.... threatening. Especially forcing combat the next turn and annihilating the enemy's field like an eldrazi.

So that is the bulk of what this deck can do. It is a 4-5 color deck with weird color intensities and ranges as well as a very efficient hybridization of speed and mid game power.

Any comments, arguments, hurls, twitches, pukes, or praises? I am open to discussion xD


About the deck in game play:

This deck absolutely counters affinity and red aggro decks. It simply does. especially with the Sun Droplet sideboard for red decks, the main board burns and the multi-targeting burns in sideboard allow this deck to naturally decimate small creature hoards from aggro archetypes.

This deck also has the beef to take on all the mid ranged decks. With its growing reliquarys, a fat mul daya, and the ever overpowered Phyrexian Obliterator, which can all come out very quick: turn 3-4, optimally at turn 2 and then turn 3 phyrex which is laughable. The removal disrupts midgamers very well and then my low cost to power ratio cards just simply take over the field.

End gamers are too slow to get me. Though, with modern there aren't many end game high tier decks. Most of them are control decks. The beauty of this deck is the growth of power curve is so fast as well as being quite large. Unlike burn decks where the power over time curve is super fast but small and the trade with end-gamers are a slower curve but much more massive power output, this 'synergy deck' is maybe the most efficient hybrid of speed and mid-late game power. Late game decks just can't handle this deck's power mid game; if they can, my end game curve is still able to combat theirs very strongly as my board just keeps growing. This deck doesn't burn out very easily: this is because of Mul Daya Channelers , Knight of the Reliquary, and Domri Rade giving draw, top deck control, and deck thinning elements. Either of these in combination is very synergetic.

The hardest thing for this deck to combat are control decks. Both UW control and 8-rack discard are very tricky. With 8-rack I can kinda deal with using Loxodon Smiter if I draw him after I sideboard, which is a very solid counter to these deck types, but its still a bit finicky. UW control is tolerable until I get some decks that are ALL counters and removal and then rely on man-lands to beat me with. Those are irritating. I am looking for any cards that would help deal with control decks. Loxodon Smiter right now is number one best counter so far, but I need more of these. Typically though I can deal with control decks. I haven't gone up against splintertwin yet but I theorize I will get destroyed cause they delay and delay and then infinity with a counter to protect the combo. Hopefully my burns can be dual casted to deal with that combo deck.


Notes:

I want more draw (just a pinch)more lifegain (just a pinch)

reduce Dark Confidant to 1x. Reduce obby to 1x. Reduce phyrex to 3x. This gives me 5x cards.add one more land. Add 4x removal, desiring to hurt the player a lot but also creatures or destroy permanent of a variety of sorts. Probably do heavy burn.

the term 'fight' like with Domri Rade, does not allow first or double strike abilities to activate, as well as combat damage triggers. rule 701.10

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Top Ranked
  • Achieved #100 position overall 10 years ago
Date added 10 years
Last updated 7 years
Legality

This deck is Modern legal.

Rarity (main - side)

12 - 2 Mythic Rares

32 - 7 Rares

7 - 6 Uncommons

5 - 0 Commons

Cards 60
Avg. CMC 2.43
Tokens Emblem Domri Rade
Folders Damn, Other People's Decks I Like, other's decks, COOL, Stuff, Ideas, Modern, Challenges, Primary Decks, Modern Decks
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