Modern Superfriends-Competativ

by dknight27 on 28 March 2022

Main Deck (60 cards)

Sideboard (0 cards)

No sideboard found.

The owner of this deck hasn't added a sideboard, they probably should...

Submit a list of cards below to bulk import them all into your sideboard. Post one card per line using a format like "4x Birds of Paradise" or "1 Blaze", you can even enter just the card name by itself like "Wrath of God" for single cards.


Deck Description

An attempt to craft a semi-superfriends control build in modern.

As I've spoken of before, the potential for Eidolon in a superfriends build is too tantalizing not to attempt to utilize, as it hurts opponent much more than you, and what superfriends wants anyway is to slow things down and convert tempo into material. So, Eidolon blocks if you need blocking and gives you what you want with tempo lock and conversion.

I also am still in love with Hard Evidence, as it says no to all the nasty little critters that own modern like Ragavan, is fast, and replaces itself once tempo turns into material, which again this deck wants to do. It also synergizes nicely with Eidolon, as you can crack the clue whenever, retaining value on the unused mana in a turn.

Dress down also has some fun synergy, as it negates Eidolon for a turn, so you can strategically crack it in and then sling hate where necessary.

Win conditions:

-Gideon/Storm Giants combat damage
-Jace alt abil




I'm far too out of the competitive scene to attempt a sideboard, but would love any discussion generated.

Deck Tags

  • Modern
  • Competitive
  • superfriends
  • Planeswalker
  • Azorius
  • Control

Deck at a Glance

Social Stats

2
Likes

This deck has been viewed 1,042 times.

Mana Curve

Mana Symbol Occurrence

2233000

Deck Format


Modern

NOTE: Set by owner when deck was made.

Card Legality

  • Not Legal in Standard
  • Legal in Modern
  • Not Legal in Vintage
  • Legal in Legacy

Deck discussion for Modern Superfriends-Competativ

Someone recently build around day's undoing/narset.
Perhaps they have some other tech.

Probably search for days undoing to find it.

-1
Posted 13 April 2022 at 21:13

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I've been tinkering with that myself, its a fantastic idea. That and Reforge the Soul/burn stuff

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Posted 13 April 2022 at 21:19

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Since you are behind 50% of the decks using Hard Evidence
What's your fascination with it?
I'm pretty sure I've told you about how many tricks overwhelmed apprentice has compared to it...

-1
Posted 13 April 2022 at 21:29

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Here's my line of reasoning, for what that's worth.

Blue's only weakness is not being able to control the field once things actually resolve. There's no good blue removal, blockers, or nukes (within reason). You can get around this by hybridizing color, of course, but there are some bad color matchups for these purposes. Green has no consistent removal, for example.

HE goes a hell of a long way to solving this problem while still retaining all the best things blue does. It's basically a sorcery/instant combo, as you get the blocker up front and draw at instant speed later. It's a 0/3, so it survives as a blocker against all the annoying weenies. It preserves both tempo and material, protects you if you need protecting (under like 80% of circumstances), is almost never a dead draw, ups the sorcery count (delirium and goyf), and works as a deck thinner.

Plus, the more I stick with magic, the more I see speed eclipsing anything else in the game, and dropping a 0/3 turn 1 to shut down those annoying little 1-drops that would otherwise eat me alive or cost me a material and tempo that I can turn into a material bonus in a few more turns is just too good to pass up, at least to me.

Maybe I'm off base, my experience in practicality is close to a decade removed from competitive play.

Run me through Overwhelmed Apprentice again.

1
Posted 13 April 2022 at 21:59

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1: it's scry ability allows you to use it as a mana-fixer. I've been using the card long enough to learn that you can often take the risk of keeping a 1 land hand if you have this in it, as you can simply scry 2 cards away if they aren't lands, and that's usually what it takes to get that critical 2nd land.

2: playing the card, it's mill effect allows you to recognize what the opponent is playing much faster than you usually would. The scry then allows you to dig after solutions, at the same turn as you learn what they play.

3: it's an early defence, a little less protective than the crab, but it basically does the same job, except that in some cases it can strike back, which the crab can't.

4: it's aggro in a pinch. If your deck is control enough, a small clock can make all the difference.

5: if your opponent plays with cards that rearrange their top (like scry), overwhelming apprentice disrupts it by milling it away.

6: in a small number of cases I've used it in combo to protect my own pieces, by scrying them to the bottom of the deck, where it's less likely to be hit by mill, and I can retrieve it with cards that fetches the combo piece.

-1
Posted 13 April 2022 at 22:20

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So ?
Did you consider it

0
Posted 29 July 2022 at 00:31

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At this point, I'm too far removed from the game to have a solid opinion on it. I haven't checked out any of the sets for the past 2 years or so.

My gut tells me I want the ass and material of Evidence over the utility and precision of Apprentice, but I'm well out of date at this point.

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Posted 02 August 2022 at 20:23

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Well during 2023 pro tours will be back, meaning that netdecks can be trusted again, so keep taking a break from the game for a little longer, then start testing against anything from the protour.

I read an article by david ernenweinen that indicates that the meta is still being obscured.
Murk RU is at 20% of the meta, but a majority of players seem to complain that the deck isn't really winning.

But there also seem to be a move in rogue decks, probably because some players are realising that things will soon become stable again.

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Posted 02 August 2022 at 20:38

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What about [[Karn's Bastion]]? Proliferate artifacts, like Contagion Clasp/ Contagion Engine/ Sword of Truth and Justice, could also be an idea, question is what you would remove for them.

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Posted 03 August 2022 at 07:02

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I love the idea of proliferate to death, and have always wanted to work it into a walker build, or just run it in general. I made some artifact proliferate decks like 10 years ago trying to do so. Only big thing is they EAT mana alive, so you'd almost have to run them in a tron-like build, at least from my experience. Clasp is particularly attractive in here, as it takes care of those pesky weenie threats that are so popular like Ragavan, Brazen Borrower, etc. I'd imagine I'd take out the Coutnerspells for them, as the mana tradeoff is rough (4 to proliferate).

1
Posted 03 August 2022 at 16:01

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