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The strategy is to either resolve a Blood Moon effect against fair decks, use disruption against unfair decks, or to use efficient removal spells to keep threat heavy decks from killing you, so you can either combo kill with Boros Reckoner, or win with the lategame power of Godo(playing him nets a 14 point swing the next turn).

Card Choices:
Skred -- Efficient removal spell, combo kill with Reckoner.
Blood Moon -- Disruption.
Magus -- see above
Chandra -- Continual card advantage/filtering or stops a creature from blocking. Her ult can also be game winning(multiple lightning bolts hurts).
Koth -- The most efficient way to win the game once a Blood Moon effect hits. He can also safely -2 and dump Chandra onto the field.
Lightning Bolt -- removal spell
Boros Reckoner -- Hard to remove for nonblack decks, pairs up nicely against most creatures in the format, and for the ones it doesn't there is always another removal spell to deal with them. Used to combo with fallout/pyroclasm but those were just not as high impact as Anger of the Gods.
Batterskull -- A way to win the game and stabilize. Also a tutor target for Godo.
Godo -- Very efficient threat, has great synergy with both equipment in the deck, and allows you to play a fair game by resolving him and swinging for a million the next turn.
Thundermaw Hellkite -- Weak to path effects, but being a 5/5 makes it worth it most of the time. One of these could be a Stormbreath Dragon.
Sword of Fire and Ice -- Chosen over any of the other swords to draw extra cards, act as a removal spell for pro-red creatures(though unlikely), or to protect against any sort of UR base deck.
Dead//Gone -- The worst card in the deck. Versatile, no doubt, but mainly used to bounce an unruly creature, or keep pod off of their mana acceleration. One neat trick is to bounce a hard to cast creature for the opponent, then play Blood Moon and make it function as a sort of removal spell. Could easily cut since it cannot bounce our own guys.
Relic of Progenitus -- We needed some sort of game 1 vs combo decks, and relic is the best option due to it replacing itself, and giving us something to do on turn two (removal spell + draw a card).
Fulminator Mage -- Either a really good card, or a really bad one. Most of the time, it can keep combo decks off of critical mass, but mainly it is used as a disruptive clock. Testing has not shown whether it is better than more copies of magus, but so far it appears to be. Shoring up the tron game is always fine with me.
Simian Spirit Guide -- Accelerant that doubles as a "real" card. Can allow nutty turn 1 blood moons, or really early Batterskulls. The argument for mind stone is that it is a consistent, colorless accelerant that cantrips lategame. What Mind Stone does not do is allow for potential turn 1 wins, or surprise wins through spell pierce effects. Spirit guide also effectively cantrips, always guaranteeing you a 2/2 lategame, as opposed to a high chance of hitting land(which is a huge problem in this deck unless we have scrying sheets). At the moment, I prefer spirit guide to mind stone.
Scrying Sheets -- Card advantage engine that can slog through lands and even draw a Stalking Yeti for us.
Pyroclasm -- I know I harped on the card before, but 25 lands is too many, and while I would love to shore up the Tron or Control matchup game 1, having a potential answer to Bogles or Melira just to tempo them so you can land Blood Moon is something I am not against. Definitely had good success in the 2-mans on MTGO, largely attributable to the second pyroclasm I decided to try out. People play largely affinity and pod in 2-mans, so I like the addition of a second pyroclasm there. I don't want it very often in my hand, but with only 3 cantrips, and a conditional CA engine, having multiple copies is fine.

Sideboard
Torpor Orb -- Great vs pod decks, UWR, and a few fringe decks. Kind of wonky with our Godo and Thundermaw, but that's fine.
Spellskite -- The single best artifact in modern right now. Great vs Twin, Hexproof, and even acts as a protection spell for our artifacts and enchantments(though not against shatterstorm or Vandalblast).
Vexing Shusher -- Not sure how relevant this card is, but it is certainly better than Cavern of Souls since we only have 2 magus. Basically demands an answer for UWx decks, or else we can freely resolve Blood Moons and Thundermaws.
Vandalblast -- Due to artifacts being run in the maindeck and the sideboard, Shatterstorm was not good enough. Vandalblast, for a similar cost, has the versatility of being Shatter, as well as being a one sided Shatterstorm. Mainly for affinity decks, but comes in vs pod too.
Combust -- Basically a 2 mana kill spell against any deck it is relevant against, but also is an uncounterable lava axe when targeting our own Reckoners. They can still shoot them in response, but rarely that situation comes up.
Anger of the Gods -- The best sweeper in modern right now. The ability for it to hit all of Melira pod(and most of kiki), as well as Wild Nacatl entering the format, makes Pyroclasm and Fallout wonky. Those two were only good with Reckoner out anyway, and while Anger kills all of our early creatures, it is well worth the effect against many decks.
Grafdigger's Cage -- Like Torpor Orb, a versatile hate card vs Pod and UWx control. Shuts off Snapcaster Mage and Persist + Pod, and can come down through countermagic.
Pyrite Spellbomb -- I'm going back to spellbomb because it hits Crusader out of the infect decks, and hits Forge-Tender/Firewalker out of the white decks. It also cantrips if we need it to, and gives us more plays on turn 2(which this pyroclasm free list is missing). One thing that caused me to increase the number of spellbomb was the ability to have 5 cyclers on turn 2. This allows the deck to get to one of sideboard cards and mana curve easier, since cycling a shock is fine if you need to.
Recent Addition Dragon's Claw -- I was having a hard time beating burn decks, and this card way overperforms in that matchup. I'm largely concerned about burn mostly on MTGO, so this is here for that. This is an open spot if I need to tune anything else.
Blasphemous Act -- Adding in another free kill method to close out games, kill nontotem armored Bogles, and kill unruly cards. Matches up poorly with Magus, but it is worth it.

Cards of interest:

Volcano Hellion -- Solves one of the problems and functions as another skred + reckoner. Weak to any haste, flash, or burn, so likely unplayable.
Boom//Bust -- A way to mana starve our opponents, or lock up a game when have a threat in play.
Dismember -- A different version of Spellbomb that conveniently handles most threats in the format. It doesn't cantrip, but it hits more things, and is a way to actually kill Obliterator. I actually was testing vs Obliterator, and with the massive amount of redundant(and large overall) permanents, hitting obliterator and sacrificing 6 cards is generally fine in the midgame. I'd rather have another answer to Firewalker, Fogre-Tender, Infect, and Etched Champion, without sacrificing sideboard space. This allows me to have more sideboard slots.
Stormbreath Dragon -- Path/Oblivion Ring protection vs lower p/t. Not sure which is better.
Fortune Thief -- A fantastic SB card against storm, and I'd rather have it than mindbreak trap. It doesn't actually kill storm like trap, but it does stall them like with Canonist. Also can just be a 2/2 beater, or clog the game vs aggro decks and burn.
Molten Rain -- Hits colonnade and other pesky lands, as well as progressing our clock.
Chalice of the Void -- A simian powered chalice on the early turns can sometimes be game over, but I'm unsure if the risk of blocking our own deck is worth it or not.
Wurmcoil Engine -- A Batterskull type effect that we cannot tutor out, but matches up favorably against most of the field, and is a nuisance to deal with. Also trumps pro-red cards.
Phyrexian Revoker -- A common card in Death and Taxes and Blood Moon lists in legacy, it's better than pithing needle in this deck. Blood Moon and Magus already don't care about fetchlands, so having a clock that beats liliana, or a clock that stalls aether vial seems fine. Will need to test, and hesitant about running too many creatures.
Sowing Salt -- Trump card for tron decks.
Surgical Extraction -- Overall combobreaker easily castable.
Solemn Simulacrum -- Filters a land out of the deck, and cantrips when it dies. With only anger the gods as a sweeper, we unfortunately don't want to run him without utilizing Volcanic Fallout or Pyroclasm.
Tuktuk the Explorer -- If the proper positioning of the deck is to switch to a Blasphemous Act/Pyroclasm deck of nuking our own guys, then Tuktuk, Reckoner, Solemn, Spitemare all become the best inclusions for the deck. Not sure if any of this is a good idea, but at the moment I feel like that direction is too cute, and that raw power works better than synergy here.
Faithless Looting -- Some people suggested it, but I'm not a fan. Faithless, without any graveyard synergies, is never card advantage, and I actually need a large amount of mountains in play in most games. An argument for its inclusion is improving the card quality, but I think cutting real cards for marginal improvement is the wrong way to go.
Ben-ben, Akki Hermit -- A very nice repeatable removal spell, and a cute kill condition with Reckoner, but being a 1/1 for 4 with no value the first turn seems not worth the upside. The deck actually doesn't have a hard time killing, and reckoner combo kills are not common.
Sulfur Elemental -- Handles Spirit tokens and matches up favorably against White Vial.
Recent Cut Stalking Yeti -- While he was powerful, it tends to be slightly better to just hit mana, and I needed room for a third Simian. While Simian is much worse vs fair decks, I really want the consistency of casting Blood Moon that Simian provides. In a different meta, Yeti might be better.
Spoiler Prophetic Flamespeaker -- Definitely deserves inclusion somewhere in the deck. Not sure how many, but his impact in the early game on turn 1-2 is similar to Blood Moon, but is kind of wonky with Godo and Thundermaw. I think his inclusion warrants trimming Chandras and Thundermaws, since I've been super happy with a one of Godo. Flamespeaker is actually what I'm looking for in Chandra, that is, a threat that slogs through the chaff in the deck at 3 mana.
Dragonmaster Outcast -- A very powerful effect, and most games we meet the condition. Not sure if it is reliable enough to justify testing.
Figure of Destiny -- Gives us things to do with our extra mana, and is a fantastic finisher.
Wild Cantor -- Another type of Simian Spirit guide, but allows acceleration and attacking. Never allows acceleration the turn we draw it, and most games Acclerating is not the game plan.

General playtesting with the deck has led me to believe that Boros Reckoner is one of the most underrated cards in Modern at the moment. Yes, he dies to nearly every removal spell in the format, but either trading with or straight-up beating nearly every creature in the format is so huge. In particular, the tricks that can be done with him are sweet. You can first strike + bolt a titan/wurmcoil, or you can Combust him in response to a removal spell. The deck costs about $240 on MTGO, most of it due to Battserskull, Magus, and Fulminator Mage, and can do well in any modern event, but this is not a deck like burn with tried and true results, and requires a bit of finesse and knowledge of the deck.

Overall the hands look really clunky, but having a free win against a bunch of decks is huge, and having fantastic out of nowhere kills and topdecks is something I enjoy playing. It is one of the few modern decks that wants around 10 lands in play (8 for Chandra -> Koth), and even though it is creature light, having 20 game ending threats is normally fine.
Some complaints I have is the ability for the deck to flood out. When playing against decks like affinity or zoo/pod, after locking them out of the game or stabilizing, you need a way to win the game. So, you need to keep in the planeswalkers, the Thundermaw and/or Godo, and the Batterskull(obviously). This leads to awkward hands that, while quite resilient to Inquisition, are just too slow to keep. So, the deck mulligans frequently, and it mulligans to 6 well, but mulls to 5 are shaky. The worst creature in the deck, by far, is Fulminator Mage, and I want to cut it. However, it is better than magus in a lot of matchups, and it is a necessary evil because of Tron decks, but I've very rarely been excited to draw it or have it in the opening hand. No way to utilize the graveyard with it makes its utility decrease in value, but, while we want Magus more often, Fulminator is oftentimes a must counter against control decks, and actually helps keep the opponent stumbling on mana.

I will be grinding out Dailies with the deck in preparation for Modern PTQ season, and will regularly update this, mainly to help myself organize my thoughts.

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This deck does not appear to be legal in Modern.

Problems: Simian Spirit Guide is banned.

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