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A new, lethal take on the notorious Isochron Scepter deck. This set-up is Modern-legal to the best of my knowledge. The deck can effectively win on the first turn very frequently.
The deck sets itself apart from similar Scepter decks by attempting to aggressively drop an Isochron Scepter on first turn via a Simian Spirit Guide. The ideal starting hand (game-winning) will include 1 Isochron Scepter, 1 Simian, 1 Boomerang, and a land. This will allow you to play a Boomerang-Scepter on first turn meaning that the opponent will never be allowed to have more than one land on the field at any time once your second turn rolls around. If the opponent doesn't have a way to get above 1 mana from other sources and doesn't have a 1 CC artifact removal, the game is likely over. If the starting hand doesn't even produce an Isochron Scepter, the deck can still thrive. Muddle the Mixture and Fabricate are potent tutors and a vast array of nasty stabilizers are ready to be thrown down on your scepters. Odds//Ends and Research//Development are frequently overlooked Scepter fodder. Ends and Development can be played for 2 mana every turn after Odds and Research are thrown onto Isochron Scepter. <><><>Weaknesses: Watch out for the likes of Krosan's Grip and Riftsweeper! They'll get ya!<><><>Consider: Teferi for more nasty locking.<><><>Thanks for taking time to check out my deck. Please provide suggestions and feedback. I just returned after a 5-year hiatus.
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What do you against deck with 1 drops? Why not just go for the silence lock on isochrome scepter? It seems better
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there's 4 of them in there for that reason. Boomerang is plan A and Silence is plan B.
Didn't even see the silence
This is a nice idea that was done a lot in casual legacy. There are a lot less options in Modern. Cephalid Constabile may help if you can give him unblockability and a cheap equipment to bounce 2-3 permanents a turn. Akki Underminer is a another marginal creature card you could try. Crack the Earth can destroy a land on turn one if you play it with the Guide and play your land after it resolves followed by a next turn Scepter with him stuck on one land unless he had a three land hand - a stretch I know. Maybe have some 1 drop spells that change lands to islands in your sideboard if your opponent is not playing blue. You are not Brom the magic Card and fantasy artist or are you?????
Lol, no I'm not Gerald Brom. Thank you though for the ideas. I will look these cards up.