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By: Plainswalker83, Marcus Brunstetter
Dec 23 2016 1:00pm
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For weeks I went over some of the best decks in Modern. It was by no means an exhaustive list but if you are interested in the format you can check those articles out and see what is out there. This week though I will be spending some time showing you a brew that I have been working with on and off for the past year.

Brewing in Modern is a lot more possible than trying to do so in a format in Standard. In Standard there are limited number of cards and only a certain number of them are good enough to see constructed play. However in Modern the card pool is pretty huge and there are a ton of cards that were very strong in their Standard format but sometimes they go to Modern and die out. I wanted to use some of those strong cards and mash them into a deck that had some synergy without needing to rely on only a few cards.

Let me also remind you that this is fairly budget. There are no shocklands and no fetchlands. I do want those cards in my collection at some point but for now I wanted to try a mono colored deck. Without further delay here is the rough draft of the deck.

I have a ton of testing to do with this deck but for now let me break down why I made the choices that I did.


First I will start with the special lands that I wanted to use.

Nykthos, Shrine to Nyx   Emeria, The Sky Ruin

Nykthos was very powerful when it was in Standard but it almost makes no appearances in other formats. There is a fringe Mono Green deck that looks like fun. I think the problem is mono colored decks can be underpowered in Modern because it is so easy to splash a color to make sure you have varied answers. It should be no surprise that I think white has enough answers to be strong as a mono colored deck. In this deck Nykthos is more a way to ramp out big threats turns earlier but you can also use it to make a ton of tokens with Heliod.

Emeria is another strong land but it has a drawback to get 7 plains out in order to start using it. This deck can slow down the early game enough that you can make it to the mid to late game. So how does this deck slow down the game?

Wall of Omens Knight of the White Orchid

Knight of the White Orchid was an automatic include. He is a way to get your land drops and catch up if you miss one or purposefully hold one in your hand. Wall of Omens is also a way to hold back aggression and the card draw is very important in this deck. I was looking for another way for white to gain card advantage but was completely blank and then my mind went to an automatic include of any white deck in Standard. Thraben Inspector is great in this deck. The clue she makes is very important and it being an enter the battlefield effect makes it something you can blink or bring back from the graveyard as well.

The other 1 of I have is Weathered Wayfarer. It used to be a 4 of but I quickly learned that I wanted the Inspector instead. The toolbox for lands is nice but it is just a bonus and a way to search up a Nykthos or a Ghost Quarter if needed.

The three drops in the deck are also very important and they really boost the devotion.

Kitchen Finks Boros Reckoner
Flickerwisp Brimaz, King of Oreskos

Kitchen Finks is the only 4 of in this slot and I think it is that important. If this deck can make it to turn 3 it can not only stabilize but start to take over the game and Finks is one way that happens.

Boros Reckoner is a creature that has been totally forgotten. I used it a ton when it was in Standard and the fact that it offers 3 pips for devotion is great. It is also a brick wall to most aggro decks. It can block and kill an attacking creature and then kill another creature with the redirection of damage. I narrowed down to 2 and sadly might end up cutting it completely but for now its sits there daring other creatures to attack into it.

Brimaz, King of Oreskos has been one of my favorite cards since it was printed and I used it a ton in Standard and Legacy. In here it is another way for you to hold off aggressive decks. If left unanswered it can also be a path to victory by making his own army with each attack. Another plus is that he survives the Lightning Bolt test as do most of the 3 drops.

Flickerwisp is most likely going to be bumped up to a 4 of. It does a ton of work in this deck. As you can see there are a bunch of enter the battle field triggers already and drawing extra cards or gaining extra life is never a bad thing. Being a 3/1 flyer also is great and this elemental can be a great beater.

This deck did need some sort of pay off and these next few are some of the best ones I could find.

Divinity of Pride Baneslayer Angel
Elspeth, Sun's Champion Gideon Jura
Heliod, God of the Sun Sun Titan

Divinity of Pride is a another huge help to add to devotion and can really take over a game. It is not uncommon to be an 8/8 after one attack and your opponents will have to take care of it quickly.

Baneslayer Angel used to be one the best threats around but in a world of Terminate and Path to Exile it is a bit underwhelming. However against decks without those answers the angel can be a huge powerhouse.

Sun Titan gets back value from the yard and can start to snowball giving your opponents quite the headache.

Heliod, God of the Sun is a threat that cannot be killed and gives you the mana sink you need with all of the extra mana that Nykthos can make you. Giving your creatures vigilance is not a bad side effect.

Gideon Jura is often times just a Fog but sometimes he is much much more. When he can kill of your opponent’s threats of and start attacking you are in a great spot and he will pull you even more ahead.

Elspeth, Sun's Champion did not lose a step. It is just that she is sometimes too slow for Modern. However in this deck you can cast her on turn 4 sometimes and then she is certainly a huge threat. She makes endless blockers and can also destroy bigger threats. Her ultimate is another win con.

The removal is probably the toughest part in this list. I bet you noticed right away that I have zero copies of Path to Exile in the deck. I know that is almost like breaking the unwritten laws of Modern but I do have some reasons. For one I am still early on in the deckbuilding process and it might just be correct to put the removal spell into the deck but I wanted to try using permanents that remove other permanents.

Journey to Nowhere Oblivion Ring Banishing Light

These are the spells I am using for now and so far I have been pretty happy with them. Most decks do not have maindeck answers to enchantments and the best part is you can reset them with Flickerwisp. If they do get destroyed you can bring them back with Sun Titan giving you a firm grip on the game.

The sideboard is pretty normal for any Modern deck that contains white. It has the heavy hitters like Rest in Peace and Stony Silence. It even has the new all-star in the form of Blessed Alliance. This card has been great! Having different modes and being able to use all three with the amount of mana you can make has made for a really nice addition.

The rest of the sideboard needs some work but one card that I have really loved is Aura of Silence. This card really shines against decks like Lantern Control and Affinity. The fact that you can sacrifice it and bring it back with Titan is a ton of value. Even if it just sits in play it taxes your opponent.

This is just a small peek at the deck I wanted to share what I have been working on and would love to hear your feedback. Part of me would really like to make this deck a player in Modern because I feel like it can have a good matchup against some of the best decks. Though the other part of me doesn’t want to hold on to something if it has no chance. Only testing will show me that.

Once again thank you for your time and I hope this crazy brew offered you some entertainment. I will be working on it and would love to test if any of you have some of the top Modern decks to play against it. Next week I will be sharing how the testing is going and how this deck lines up against some of the top decks in the format. Until next time!