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Yorion's Call to Exile (Modern)

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Call to Exile

BETTER DESCRIPTION ON TAPPEDOUT

This deck is my main deck. I spent months building it, listing more than 10 000 modern cards to arrive at this composition. It's focus on abusing the exile mechanic and taking definitive advantage with it.

Every card in the deck can synergise with at least 3 other cards to offer the maximum versatility possible. From land destruction to mass counters, the deck has a huge emphasis on gestion.

> Creatures & Planeswalker

Charming Prince
Useful in early game, use it to scry versus control or midrange deck, and to maintain your life high versus aggro decks. His last competence is useful for getting more draw with Wall of Omens, to get more gestion with Flickerwisp or Glimmerpoint Stag (useful against midrange combo and control), or to block the attack phase of the enemy with Stonehorn Dignitary. Finally, you can use it on Snapcaster Mage in case you'll need some gestion at the end of your turn with spells in your graveyard.

Wall of Omens Snapcaster Mage
This card performs a lot in early game, drawing will allow you to get a nice setup for the future of the game, and his stats will protect you from early threats. This deck contains tons of bounce cards, so the more it stays on the battlefield, the more cards you'll draw. Really expensive but really strong in this deck, it can be bounced multiple times for getting access to counter / draw / bounce spells and offers you a huge choice to enhance your situation, especially in midgame.
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Venser the Sojourner Soulherder
Damn, that dude can enhance your gameplay like hell. He'll never be a core card, that's why having only one in your deck is way enough. You'll never want to have him in your beginning hand, because he's too expensive. The best case is to draw it in mid game, when your hand is setup with enough gestion to make him survive till his ultimate. If you manage to keep him alive till his -8, you literally won the game. Keep in mind that flashback is a cast ability. His -1 is almost irrelevant here, but can help you finish the game if the enemy is low in life points and his board is full of creatures. His -2 work like Charming Prince, so can be really helpful in some situations, you'll never say no to a free bounce effect. It's your door to mid game. This card can grow pretty fast and can affect lot of your cards from early to late game. First, it affects Wall of Omens, so one more draw every turns. Using his effect on Charming Prince can be useful too. If you got already Wall of Omens and Charming Prince on the battlefield, using his effect on first Charming Prince, then using Charming Prince on Wall of Omens will give +2/+2 to him, but at the cost of having Wall of Omens coming back at the end of the enemy's turn. You can use it on Stonehorn Dignitary to skip another combat phase from the enemy, which is a really strong effect versus aggro decks. A little bit less stronger, but you can use it on Flickerwhisp or Glimmerpoint Stag to exile one of the lands or creature of the enemy until his end of turn, which can prevent tuff situations. Finaly, on Snapcaster Mage to play some instants from the graveyard before the end of turn.
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Stonehorn Dignitary Flickerwisp & Glimmerpoint Stag
This card is incredible against heavy creatures decks, truly incredible. If you don't know this card, you need to understand that it keep the NEXT combat phase of the enemy, which means that if you cast it, then bounce it, the enemy won't get his combat phase for his next 2 turns. So the effect can be stacked. These cards serves the same purpose : they are your ticket to victory versus mid or control decks. Combined with sundial, you have a free road to exile everything on the board, lands included. Versus aggro they are less powerful, but can still be strong for removing a land from the enemy, even if it's rly hard to manage.
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Spell Queller
Pretty tricky to play, but one of the strongest counter in the game for me. If you're not familiar with the card you first need to consider it more as an instant than a creature. The fact of exiling a spell is really strong, because it can bypass every spell who "can't be countered". Combined with Ephemerate and Sundial of the Infinite, it transforms your Ephemerate as an other counter.. let me explain that: My enemy cast a creature spell, i cast Spell Queller and exile the creature spell. The stack resolve and spell Queller is on the battlefield. Then the opponent cast a wrath. If it's my turn (and only if it's my turn), it's me who decide the order of the stack if 2 effects trigger at the same time. So in response to his wrath, i decide to play Ephemerate on my Spell Queller. Ephemerate does 2 things in 1 effect, it exile the spell queller then put it on the battlefield. So 2 effect have to trigger at the same time: the Spell Queller leaving the battlefield AND entering the battlefield. Since it's my turn i choose to put the "leave the battlefield" first and "enter" last. So the "enter" resolve first, i decide to exile the wrath, and then before the "leave" resolve, i activate my Sundial of the Infinite and exile the stack, so the "leave" effect can't resolve and the spell is ban forever. You can use the effect of Soulherder, or other bounce cards on it and then Sundial of the Infinite too, just to be sure that the enemy will never be able to cast the exile spell in the future. Like i said, this card is tricky, but incredibly strong.

> Instants & Sorceries

Ideas Unbound
Meh card in almost every other decks, here it's pretty strong because at first almost all your cards are not that expensive, so you can draw then empty your end by casting everything, or you can just activate your Sundial of the Infinite and never have to discard. Never forget that you can flashback it with Snapcaster Mage, which can save you in some "survival" situations.

Ephemerate
Incredible card that can be a huge threat for the opponent. His versatility is awesome, it can be used on Wall of Omens for more draw, Charming Prince for modifying your game plan, on Snapcaster Mage to get another turn with flashback, on Stonehorn Dignitary to skip one more combat phase, on Spell Queller to exile another spell, on Flickerwisp or Glimmerpoint Stag to exile one more permanent... even on Soulherder for saving him from a removal!

Turn to mist
Not a card to use versus every decks, that's why i put it in my sideboard. It can help you a lot versus aggro decks using tokens or multikick cards. Combine it with Sundial of the Infinite, for a constant exile for 3 mana.

Muddle the Mixture
This card is more often use as a tutor than a counter. His transmute effect work on Charming Prince, Wall of Omens, Ideas Unbound... but more important on Snapcaster Mage and Sundial of the Infinite. These last 2 options can save you from tons of threat. Don't forget that if you transmute this card to get a Snapcaster Mage, then you can flashback it to counter a spell, which will always be useful, specially in mid game. Having a muddle the mixture in your opening hand is pretty good, you'll never say no to an emergency counter or a quick Sundial of the Infinite tutor.

> Enchantment & Artifacts

Detention Sphere
This card will save you from "duh" decks, decks who just play tons of the same cards or tokens. It can be a pretty life saver, even more when you bounce it with Flickerwisp or Glimmerpoint Stag, and exile the "leave the battlefield" effect with Sundial of the Infinite. In most of the match you'll use it only as a simple prison card, so don't hesitate to side it for more Flickerwisp]], Glimmerpoint Stag or Turn to Mist.

Voyager Staff
This card is in the sideboard to prevent losing from one turn combos using creatures. Decks using polymorph to get some huge creatures or a Iona can be a real pain in the ass versus this deck, so siding with this card will force the opponent to first deal with voyager staff before casting his combo, which can save you some time to get more gestion or counters, or just to kill him \o/. It's also pretty useful versus aggro decks, but you need to be more careful about using it. Remember that you can use your Sundial of the Infinite once the "beginning of the end step" effect is on the stack to exile it.

Mimic Vat
This card can setup your entire endgame. Use it on Flickerwisp or Glimmerpoint Stag to exile a land every turns, which can be permanent with the Sundial of the Infinite. It can be a strong midgame saver too, when you use it on a Stonehorn Dignitary to avoid more combat phases. It have a lot of other great utilities (Snapcaster Mage) but you'll find out by playing games with. Keep in mind that using the Sundial of the Infinite at the beginning of your end step can make the token stay permanently.

Sundial of the Infinite
Ok, this cards is one of the most underrated card for me, and also the card i love the most in the entire game. This beauty took me a lot of time to fully understand it, and you'll need a really good understanding of how the stack work to play it properly. You'll make a lot of mistakes with it even after 200+ games with this deck. First, let me give you a list of the cards you'll use the effect for most of the time : Glimmerpoint Stag, Flickerwisp, Spell Queller, Ideas Unbound, Turn to Mist, Detention Sphere, Voyager Staff and Mimic Vat. But don't forget that it is useful on almost each of your turns with almost all of your cards. You'll always want to have a sundial on your board, even just to put your opponent in a threat situation where he'll use tons of cards just to get rid of this artefact. Now let me show you an example of one (complicated) of the hundreds situations you can use it properly: First let's say your mana pool is infinite. It is your turn. You first play Soulherder. Your opponent counter it with a Counterspell. In response to negate, you cast a Spell Queller targeting the CounterSpell. The stack resolve. You play a Sundial of the Infinite. Now you play a Flickerwisp and exile one of the lands of the the opponent. You arrive at the core moment : the beginning of the end step. It's your turn so you decide the order on the stack of all the triggers who arrived at the same moment. So you choose to first put the return on the land first, then the Soulherder. So the first effect to trigger is the one of the Soulherder (stack always begin to resolve with the last spell). You use it on the spell queller. So 3 things are now on the stack, first the land who is supposed to return, then the "leave the battlefield" effect of the Spell Queller, and finally the "enter the battlefield" of the Spell Queller. You let the "enter" effect triggers on nothing (yeepee), and then you use the Sundial of the Infinite ability. The stack is exiled and the "leave the battlefield" effect (who is suppose to let the opponent play his Counterspell for free) and the return of the land are exile forever. Hope this little example helps you to better understand the Sundial of the Infinite. Don't forget that it had tons and tons of other abilities. Keep in mind too that if you use it before your end step, all the effets that say "at the beginning of the next end step" will trigger at the beginning of the opponent's end steps, which can still be useful in certain situations.

> Lands

Flooded Strand
This Fetch land is pretty awesome for setting a good early mana pool. Use it to fetch 2 basic lands so Prairie Stream will never enter the battlefield tapped, or to fetch Hallowed Fountain to get fast mana versatility.

Hallowed Fountain
This land is really awesome. Always keep it for when you'll be in a situation with no more lands in hand, or for when you are in the need of a biland.

Prairie Stream
Maybe not one of the best bicolor land of the game, but after many games i found it pretty convincing. The Flooded Strand makes sure that you are almost always in possession of 2 basic lands after 3 or 4 turns.

Plains & Islands
Always keep in mind that even if Wasteland is not modern, Ghost Quarter is, like Assassin's Trophy. So having basic land in your deck is really important. I found after many games that having 8 basic lands and 4 Prairie Stream is a good mana pool.

Maybeboard and ideas

I builded the maybeboard around all the cards that are too expensive or doesn't get enough synergies to be put in the deck or the sideboard, but i have to admit that some of these cards are really strong and may be interesting for you to put in your own deck.

I'm actually thinking about removing 4 cards to add 4 more lands, I really like Tolaria West. This card could offer 4 more tutor to get Charming Prince, Wall of Omens, Snapcaster Mage, Ideas Unbound, Muddle the Mixture, or Sundial of the Infinite and allowing me to get an even more strong early.
I also like Crucible of Worlds, who could allow me to use more Flooded Strand or to put Tolaria West on the battlefield after transmuting it.

Please don't hesitate to give me your opinions about this deck and how you'd see your own Call to Exile / Sundial deck.

Many thanks for reading, hope you like this deck and it's presentation, if you do then please like this deck.

Canard Wc | Cw Dranak

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Maybeboard

Dieses Deck scheint nicht in Modern legal zu sein!

Probleme: Arcum's Astrolabe ist banned. · Yorion, Sky Nomad ist banned.

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