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DImir Drain (Modern)

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The theory behind how this deck works is fundamentally similar to that of a burn deck; 'take your opponent down to zero life, using a majority of non-combat damage'. The main difference between a burn deck and this deck however comes in the main form that the "burn" damage takes place, spells versus a combination of life loss and countering your opponents karn, or whatever thing there throwing at you. The main engine of the deck comes from a combination of either Judge's familiar, Siren stormtamer, or Cursecatcher; and either Blood artist or Zulaport cutthroat. The deck is mainly reactionary, due mostly in part to being based around a bunch of creatures that you sacrifice to (maybe) counter things with, a bunch of counter spells, a demon worshiper, Uncle sunshine (Lich Lord of Unx), a card to draw more cards off your wizards (Might need more), and collected brutality.

Card list, and reason for inclusion:

Lands:
Some people may think that there should be more lands in the deck, however as all of the key cards for the deck cost 2 cmc or less I did not think that more than twenty was necessary.
Darkslick Shores: It is a duel land!
Drowned Catacomb: It is a duel land!
Island: To produce blue mana.
Polluted Delta: To fetch out whatever color is necessary.
Swamp: to produce black mana.
Watery Grave: It's an islandswamp.

Instants:
The instants are minimal due to most of the creatures acting in some way as an instant or enchantment.
Dash Hopes: Can act as a hard counter or drain the opponent for 5, I will admit though that it's original inclusion came from it being a favorite of mine.
Fatal Push: Removal, it would be weird for revolt to not be triggered.

Sorcery:
A lot of people are probably wondering why collective brutality is not included in the list, the answer is because I felt no need for the deck to have a proactive measure on turn one, and Thoughtseize did not help the overall goal of draining the opponents life.
Collective Brutality: Works as Discard, drain, and removal

Creatures:
The bulk of the deck, and where all of the game winning pieces come from, notes will be given for each ones inclusion.
Blood Artist: Key. Drains the opponent whenever you sacrifice a creature.
Cursecatcher: Key. A creature that you can sacrifice to counter a spell.
Grim Haruspex: One of the two card draw engines, also a wizard.
Judge's Familiar: Key: A creature that you can sacrifice to counter a spell, there are only three because it lacks the wizard typing.
Lich Lord of Unx: Also known as Uncle Sunshine. Produces Wizard tokens (yes they are not just zombies), can also be used to drain in an emergency.
Sage of Fables: The second main card draw, could use another. One of the two main pieces to wizard tribal support.
Siren Stormtamer: Key. A little more restrictive, but their wizard typing makes up for that.
Skirsdag High Priest: Alternate win condition, in case your opponent can survive your drain.
Voidmage Prodigy: Turns all wizards into sac-able counter spells, second main wizard tribal support.
Zulaport Cutthroat: Key. Drains the opponent.

Sideboard:
Countersquall: For those matchups where the opponent uses few creatures.
Fulminator Mage: For tron and (maybe) Scapeshift matchups.
Relic of Progenitus: Works as card draw and graveyard removal.
Snapcaster Mage: For control matchups.
Extra Voidmage Prodigy.

If you have any suggestions for improvement please voice them and what you would cut.

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Sideboard

This deck appears to be legal in Modern.

Turn: Your life: Opponent's life: Poison counters:
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