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Ok, ran it tonight, ended up going 2-2, which is about where I think this deck is.

Round one I faced mono white hammertime, and hammer it did. right into my stupid face. 0-2 both games took about 5 minutes. with little interaction against their combo, it was just rough. not unwinnable, as we played several more games, both pre and post board, but not great.

Round two, R/W burn. I really thought I would be good in this matchup, and even with my pro red dudes and him going to six and being on the draw twice, my op stayed with his plan, and wisely just shot me in the dome. 1-2. I guess I needs me some armadillo cloaks or something :) "man, I really though I would be good in that match. I try to respect burn everytime I build a deck. but I really felt I needed more for this match. played a few more matches post board, and still felt like I want more against it. I think the big thing is starting my run at 3, and starting to go ham on 4, and burn can already have you in a bad place by then.

Round 3, bant spirits, the 60 card deck version with both coco and vials. Spirits, I think is a good deck, although I'm hesitant on the 80 card yourin version, but even with the 60, my op struggled to do more then one spell or so a turn, where on turn 3 I got to play a token maker, and start making babies on every card. my anthem for free off a tossed squad hawk is good times. still though, if I recall, my op struggled a bit with mana game 3, stuck at two for a turn I believe. 2-1

Round 4, amulet titan, Game one feels so bad, I think I have like 2 cards to even do a hint of interaction, and yep, I died quickly. Games 2 and 3 were another matter, as bosiju the big tree helped me out a bunch. I also felt my op was trying to rush through to his combo and not seeing other lines of play to pressure me, where I could just keep him off the big bad green boi and flood the board with tokens. he did pop a EE for zero, but I quickly rebuilt in game 3. Nothing against my op, I just think he was pushing too hard for plan A, and missing just making tokens of his own with ursa's saga and pressuring me that way. 2-1

Take away- While a fun deck to play, I really felt that this is a turn too slow, and I'm not sure it grabbed my attention enough to work on it much more then I have. It feels a bit too clunky and under-powered, and I want a bit more interaction with some of the crazy shit that happens in modern. Force of Virtue is way better then it's dollar price tag though, being a "free cast" on your op's turn is very real. Skyclave Apparition, Esper sentinel, and Voice of resurgence were as good as you know they are. Still, I'd rather be off the token machine as much, and playing more impactful creatures then a 2/2 for 3, or a artifact that makes things cost less, but takes up a critical turn. I think if I wanted to do something along these lines, I'd be on some collected company ride. But hey, this is a great kitchen table style deck, and could still be a ton of fun to play in a more casual format. heck, it's a easy substitute-able cheap mana base, and a easy switchout form the sentinels to pretty much any other flavor 1 drop. So yea, that's my deck and tourney report 03/26/2022

so just looking at modern, I think there is a real reason to go wide. many things just handle multiple threats, nor do they have trample to get through your things. also, between md and sb, you are very favored against burn, which really should be your first bellwether. this is ver 1.0

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Casual

95% Competitive

Date added 2 years
Last updated 2 years
Legality

This deck is Modern legal.

Rarity (main - side)

39 - 13 Rares

6 - 2 Uncommons

7 - 0 Commons

Cards 60
Avg. CMC 2.27
Tokens Clue, Elemental */* GW, Human Soldier 1/1 GW, Illusion X/X U, Warrior 1/1 W w/ Vigilance
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