Monastery Wisdom

by KingCurtis on 16 October 2017

Main Deck (60 cards)

Sideboard (0 cards)

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Deck Tags

  • high cost
  • Jeskai
  • Modern
  • Aggro

Deck at a Glance

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This deck has been viewed 771 times.

Mana Curve

Mana Symbol Occurrence

17170120

Card Legality

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

Deck discussion for Monastery Wisdom

I see a few potential problems in this deck. You have 7 blink cards and only 4 snaps that you actually want to blink, and only 10 other cards besides blink instants that you can actually snap back, meaning that the chances of having 2 targets for snap (the original and then the first blink) are very low. I would think this would cut down on the consistency quite a bit, especially since you can get similar functions from other cards such as restoration angel, that actually give you other functionality.
I also don't see the need to run 24 lands when this deck's curve is decently low already and you aren't running man lands. You could save a little synergy by running some 1 drop top effects like sleight of hand, serum visions, opt etc. This cuts down on your topdecked lands and still keeps you lethal and dropping lands in the first few turns. They also give you turn 1 plays, and right now you only have 8 active 1 drops to use turn 1 and 4 reactive 1 drops to use in response turn 1.
I can't see mainboarding 3 ghostly prisons working well in a deck like this unless you're in a format that runs heavy fast creatures and basically nothing else. With only 3 you aren't that likely to consistently get it when you need it early-middle game, and topdecking one is a waste once you're out of the early middle game. It also cuts down on potential snap targets, as creature control can be achieved with sorceries/instants that can then be snapped back and don't have to be locked down in an enchantment.
I'm a HUGE fan of running ojutai's command in a snap mechanic (and in general) because it generates positively crazy advantage if you return a snap. Basically you either draw 1 card or counter a creature spell, return a snap, and snap back something fun, giving you +2 and possibly a tempo for the turn, all from 1 card and a snap in the grave. And its a good card without a snap target anyway. Ludicrous.
I also have problems running 2 cryptic commands in modern, but I'll save the words because no one else seems to agree with me.

Just my thoughts

1
Posted 17 October 2017 at 23:00

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