Sideboard


Maybeboard


Приветствую товарищ! The Tarkir block brought us the Dash mechanic, so I decided to construct a deck revolving around creatures bearing that characteristic. The goal is to setup a few Enchantments that pave the way for us to charge headlong into battle like

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’Yea though we walk through the valley with a deck full of non-basics, we will fear no Blood Moon: for we art primarily in red and do runneth basic swamps.’


Bloodstained Mire fetches whatever we need. Best used to acquire our dual land in the early game, completely opening up our options.

•The original Blood Crypt, ripped right out of ancient Carthage, still looks best to me. Tap this abhorrent Topheth to add or to your mana pool.

•I was not a fan of the most recent Zendikar expansion, although the MDFC lands introduced therein added some exceptional value. Kaldheim gave us the ones Zendikar passed on, like Blightstep Pathway  /Searstep Pathway. Slam it down with whatever color we need at the moment face up.

Urborg, Tomb of Yawgmoth counts as a Swamp once in play, and can help smooth out the ratio provided it’s a moonless night.

•Lastly, basic Swamps and Mountains fill our remaining land slots.

Each and every one of our creatures are branded with the Dash keyword ability, although some you may wish to cast traditionally, depending on the situation. So gauge the battlefield conditions, make a command decision, and send in a rocket boosted threat that would make Colonel Volgin proud! Warbringer won’t hit the battlefield until Turn 4 at the earliest, but once in play he makes everything dramatically more efficient. Subtracting 2 from the Dash cost of each other creature, this Orc Berserker is the lynchpin of the deck.

Mardu Shadowspear can be played Turn 1 in a pinch, but is better suited for hit-and-run guerrilla tactics due to its ping value.

Mardu Strike Leader can help bolster our boardstate with its token generation capabilities. Once Warbringer is in play Mardu Strike Leader becomes far easier to put into play, going from to .

Pitiless Horde is a strong offensive component in our strategy, and Warbringer’s discount makes dodging the 2 point hit to our life total a breeze.

Sprinting Warbrute is our other offensive lineman, a burly 5/4 that can’t wait to charge the enemy ranks. At a post-Warbringer that’s not half bad.

Nothing convoluted here. Creatures with Deathtouch, Infect or all manner of precarious abilities are a threat, so we have numerous spells capable of eliminating them before they cause headaches.

Thoughtseize would be our ideal Turn 1 play, preemptively removing what might otherwise become a thorn in our side.

Lightning Bolt is ideal for the early game, clearing a path for our Dash enabled warriors to charge straight at our opponent. Few early game creatures have the toughness or proclivity (i.e. Hexproof) to withstand this bolt from the blue.

•When you need to physically remove a needlessly rude creature, there’s Fatal Push

Dreadbore is similar to the previous card but can crush Planeswalkers too, with the trade off being slower to cast at Sorcery speed.

Kolaghan's Command is the ultimate Rakdos Jack of all trades spell. No matter which two you choose, it’s a devastating play.

A more synergistic pair of Enchantments you’ve not seen since the days of Exquisite Blood + Sanguine Bond . With how our deck functions, we’ll have a two way street of constant damage flow. It also answers the age old question of:

Dragons? Show


•Whenever we successfully play a creature, Impact Tremors hits the opponent on the way in for 1 point of damage...

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•While Outpost Siege hits them on the way out. Choose Dragons (sorry Chaka) and each time one of our dashing and debonair warriors either returns to our hand or is cut down in battle it will again ping the opponent for 1.


Envision the scenario wherein we have Warbringer on the battlefield with a fistful of dashers ready to sprint into play (not to mention the 2/1 tokens entering and leaving thanks to Mardu Strike Leader), and the value of these two Enchantments cannot be understated.

•Keep the board relatively clear with Burn and Removal spells

•Cast Impact Tremors and Outpost Siege as early as possible to capitalize on creatures entering/leaving play

•Cast creatures for their Dash costs (reduced by Warbringer) and attack!

Still fine tuning the sideboard with the right spells and counts thereof. Work in progress; accepting recommendations.


Assault Strobe can really increase the potency of any of our Dash enabled creatures.

Temur Battle Rage also amplifies our creatures’ offensive output.

Dash Hopes is great to catch the opponent off guard. A very unexpected card, unusual for the archetype.

Weathered Runestone shuts down graveyard-centric decks, cards with Flashback, Disturb or other similar traits.

Pithing Needle is highly effective against specific cards that may have decimated us in Game 1.

Blood Moon isn’t exactly ideal for us, but if we’re struggling Game 1 for whatever reason, odds are good that replacing a few of our creatures with this lunar phase will prove advantageous.

Feed the Swarm can remove Enchantments, something none of our other removal spells can handle. Not valuable enough to warrant automatic inclusion in the maindeck (particularly due to the accompanying life loss), but perfect sideboard material.

You lose quite a bit of punch, but it saves roughly $400-$500~ depending on the version of a card, and what vendor you’d be buying from.

”He breaks through against me with breach after breach; He rushes at me like a warrior.”

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Casual

97% Competitive

Revision 4 See all

(2 years ago)

+1 Blasphemous Act maybe
Top Ranked
  • Achieved #22 position overall 2 years ago
  • Achieved #17 position in Modern 2 years ago
  • Achieved #2 position in Modern BR (Rakdos) 2 years ago
  • Achieved #2 position in Modern Haste 2 years ago
Date added 3 years
Last updated 1 week
Key combos
Legality

This deck is Modern legal.

Rarity (main - side)

29 - 2 Rares

14 - 1 Uncommons

6 - 10 Commons

Cards 60
Avg. CMC 2.45
Tokens Warrior 2/1 B
Folders Modern
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