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Burn/Control for Modern. Keep opponent and his creatures in check until you get out a Scepter with either Bolt, Silence or Holy Day. After that, you can just blast away and he should be hurting a lot.The deck lacks card advantage but tries to keep up with it with mass removal, Jaya Ballard and Isochron Scepter.
The main goal is to get out Scepter and a Bolt, Silence or Holy Day imprinted into it. After that you can either just fire bolts to opponent's head or disrupt his play for so long that you can literally burn him to death by just drawing enough bolts.Keep Holy days and Day of judgments in hand against aggro, let them build up their armies and then wipe them all out. Silences can be used against counterspells, if you plan to finish your opponent or his creatures with damage spells, by playing it on your upkeep. Otherwise, you can delay his plans by playing it on his upkeep.Sideboard has disenchants against opponent's Leyline of Sanctities or other player-hexproof cards. Ghost Quarters against Tron and Pyroclasms against Aggro.
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Lightning HelixBoros CharmSkullcrack^ All burn spells you should be using. They're too good not to use. Rugged Prairie; Sacred Foundry; Battlefield Forge; and Clifftop Retreat are lands you should consider. The more duals you run that enter untapped, the better. Arid Mesa with Sacred Foundry is probably the best option, there's a reason so many Modern decks run these type of lands. If you can't afford the expensive ($) lands, Evolving Wilds; Terramorphic Expanse; or Naya Panorama will do for fetches. The enter tapped duals you're using are probably the best for a budget.
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Thank you for the suggestions. I was planning to get some Lightning Helixes next, maybe with better lands - for now the deck is about cards I remember I have already in my collection. I did consider Boros Charm, which is good for burning players and protecting my creatures, but decided to drop it out at the last minute for some mass removal.Actually now that you mentioned it, I could change Guildgates for evolving wilds. Getting one land out of the deck will bring me more spells, where the result of one tapped land still remains the same.
Charm doesn't only protect your creatures, it protects any permanent you control, including Oblivion Ring and Isochron Scepter (Naturalize and co.) and your lands (land destruction). Even if you don't use it main deck, sideboard would be good.
Very good point. Have to add some then, because Scepters are needed for quick wins.