Modern Wizkid (Competitive)

by dknight27 on 06 January 2024

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

Wizkid: a splash of wizard control taking advantage of the dynamite wizards available in modern that synergize well with each other and several control elements in general.

The major mechanic here is Flame of Anor and Spellstutter Sprite, both individually and together, playing into the wizard splash.

Double tripping Anor is a +2 material with tempo that has 15 targets (25% of deck) for the double trip, and is almost never a bad topdeck or bad on its own, as it either takes out a threat or gives you +1 material with relative tempo. Worst case, just dump it for material advantage and keep going.

Spellstutter Sprite is actually ok on its own, as there are an endless supply of threats that cost 0 or 1 in modern, and the Sprite doesn't differentiate between creature vs noncreature, which is endlessly helpful. They also stack on themselves, and are augmented by Mutavault (more below) and Riptide Laboratory (more below).

The rest of the build swirls around these creating synergy with tempo and maintaining control while using synergy material as a win condition (slow damage or burn damage on top or alternate).

Nimble Obstructionist- guaranteed advantage either way (tempo win condition or material at tempo (cycling)), and trips Anor.

Hard Evidence- keeps you alive at speed, stores material, preserves tempo.

Peek/Consider- Snap fodder, tactical control, deck thinning.

Mutavault- the star of this deck, it does everything you want. If you need a wizard for Anor, it turns itself into a wizard for free (pays its own cost). If you need a faerie for Spellstutter, it turns itself into a fairie. If you need a win condition and the field is clear, you've got a 2/2 10 turn clock. If you need blocks, it blocks. 2 color deck with 23 lands also means the colorless won't hurt that much, as the rest of the lands (minus Riptide) fix colors, and there's 18 of them.

Riptide Laboratory- the understudy of the deck. Protects your wizards if they need to be bounced to safety. Also reuses Snap, Spellstutter, and Clique's effects (5 mana open a turn with Clique means complete hand control each turn). Can bounce obstructionist to cycle if necessary, which preserves tempo and material. Can save Mutavault in a pinch, and can be used to bounce block that also allows for reused ETB effects. Endless synergy. I'd run more if I didn't already have 5 colorless lands in a dual color deck.


The rest is regular Izzet control: preserve tempo, turn it into material, control everything and grind for the synergy win.

Deck Tags

  • Modern
  • Competitive
  • Izzet
  • Control
  • Wizard

Deck at a Glance

Social Stats

0
Likes

This deck has been viewed 841 times.

Mana Curve

Mana Symbol Occurrence

0400110

Deck Format


Modern

NOTE: Set by owner when deck was made.

Card Legality

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

Deck discussion for Modern Wizkid (Competitive)

2
Posted 29 February 2024 at 00:15

Permalink

14 current targets, cheap, relatively reliable material engine, what's not to like? Honestly, I got so caught up on the Flash wizards, I forgot all about that little guy. I usually look at him for RB turbo builds, but you're absolutely right that he should be worth considering, thanks.

0
Posted 29 February 2024 at 01:35

Permalink