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Please note: This is not an official DCI service. So please always make extra sure that the sheet contains all the cards in your deck and fulfils all DCI requirements. If you notice anything wrong, please let us know. DCI is a trademark of of Wizards of the Coast LLC.
Shaping up to be Aggro-Control, this Deck uses Hand disruption as a proactive form of Control to leave our Opponent with no answers to our Threats, while answering theirs 1 for 1, or better.
Simply put, we use sticky and hard to remove Threats to leave our Opponent grasping for Answers, while having a superior number of Discard, Counters and Removal.
For our Threats we have Geist as a fast Clock, Lingering Souls as a general Value play, and Colonnade for our Late-Game finisher.
Generally Modern has become a Format where Turn 3 is very Crucial and Tapping out for just Geist usually wont cut it. Therefore this deck is set to interact early, until we can safely play our threats with backup.
Also, our trusty friend Bob dies too easily in most matchups, making him very inconsistent if played early without counter backup. Played at the right time however, he becomes an amazing draw engine, that dramatically speeds the game up.
Due to this its not actually necessary to play an untapped land every turn, alleviating a lot of the pressure on our life total and enabling 4 Celestial Collonades.
If you want to play this deck more aggressively, it's entirely possible to add Seachrome Coasts and Darkslick Shores to allow a better, painfree way of curving out early.
If a Discard Spell reveals our Opponent with no adequate answer to Geist, we can tap out on turn 3 and attempt to just keep the way clear for a very fast win.
In our Sideboard we have options to switch out almost all our bad Cards for either Hate, or more consistent Cards. Generally Sideboarding is pretty straightforward if you know the Format and how the Decks in it operate.
Shadow of Doubt and Hushwing Gryff are awesome in a lot of Matchups and have each won me Games on their own, while Stony Silence and Disenchant are flexible ways to deal with anything from Affinity to Birthing Pod or Ascendancy Combo.
Due to its nature, Affinity is a very hard matchup, that depends on us drawing specific Cards to answer theirs at the right time. If you have lots of Affinity in your Meta you should consider adding more Sideboard Hate like Hurkyl's Recall to boost your chances.
In conclusion this Deck is able to play both Control and Aggro roles effectively, being able to win within a few turns at any stage of the game, after dealing with all of our Opponent's threats and answers.
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