Doublewide [Modern Burn/Token]

by Mekkakat on 23 September 2015

Main Deck (60 cards)

Sideboard (15 cards)

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Deck Description

"Doublewide" (Young Pyro and Monastery make you go wide) is a new spin on modern burn and tokens. Aggressive, stable and adaptive—Doublewide lets you build an army on the upswing, while gaining life, punishing bad plays/stuttering and holding on for longer fights.

With the stability of Soulfire, Helix, Path and Lavamancer, the advantage of Abbot and the pure pressure of Pyro/Mentor—this deck can control a large chunk of the game through various facets.

Your SB is heavily stocked with hate and classic white gems. Force out Affinity, other aggro decks, cantrippers and big hitters like Nauseam and Storm.

Deck Tags

  • Modern
  • Burn
  • Boros
  • Token

Deck at a Glance

Social Stats

3
Likes

This deck has been viewed 1,558 times.

Mana Curve

Mana Symbol Occurrence

2000280

Card Legality

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

Deck discussion for Doublewide [Modern Burn/Token]

Awesome, there is an argument here to splash green for Atarka's command, what do you think? You also then have SB GR destroy target artefact or enchantment and deals 2 damage from theros

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Posted 24 September 2015 at 19:25

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Atarka's Command would absolutely be strong, but I'm not sure it's worth twisting the manabase into Naya for that and D.Revelry.

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Posted 24 September 2015 at 19:30

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Considering you have fetch lands and and shocks available, it doesn't matter much moreover I would play it safe and avoid contested war zone because ouch against- Zoo-icide, Zoo, Affinity and Boggles

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Posted 24 September 2015 at 19:42

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This deck gains life easily, and will have far more attackers than any of the decks you listed. It easily keeps War Zone under your control.

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Posted 24 September 2015 at 19:48

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You might turn the corner on like turn 5/6, but remember this is a 4 turn format and all the decks i mention aim to make it 3 turns, war zone is likely to be win more in most situations, whilst as Atarka's command (this is if you cut it for a green land) is such an awesome threat, the threat it's self is enough to scare your opponent into holding up removal or counters just in case

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Posted 24 September 2015 at 19:55

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With Soulfire, Lightning Helix, tons of blockers and even more removal—this deck is extremely strong against every aggro deck out right now. It's combo decks you have to watch out for.

Also, if you're dropping War Zone on the backswing—you're doing it wrong. There's also a reason it's a 1-of, vs having multiples.

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Posted 24 September 2015 at 20:33

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What records do you currently have?

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Posted 24 September 2015 at 20:38

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Grixis can get a 5/5 in play on turn two, and follow up with a 4/5 on turn 3 (I've played into this situation myself when testing it against a friends deck). It may also bolt your token generators or discard your path's to exile. It qualifies as aggro, so how do you deal with it? (Especially with sb pyroclasms)

I'm more interrested in knowing what your bad matchus are (With more specification) which may be where we can give you advice :D

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Posted 25 September 2015 at 08:21

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Grixis is easily the most fragile control shell, and it's worst matchup is burn/aggro. I've never had a problem with it, even once.

Also, while Christmasland T2 Tasigurs happen—it's crazy rare, and still dealt with by a single Path or chump blocker (which you'll have plenty of...)

Either way, you don't need to be *blocking* much at all when you can gain it all back AND deal damage... something Grixis can't do at all. (especially when they'll be draining themselves even harder thanks that that jank manabase).

Bad matchups are Amulet Bloom/Hive Mind, some Junk variants, Ad Nauseam and UWR.

... basically the same weaknesses as most aggro decks, but with much better odds against other aggros like Zoo, Burn, Affinity, etc—thanks to lifegain.

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Posted 25 September 2015 at 12:43

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I think you need to be careful, that is NOT Magical Christmas land, I have fallen victim to t2/3 Gurmag Angler/Tasigar before so don't dismiss it instantly. I think you have the most trouble with U/W Control because it does your job better by sacrificing the potential speed of your deck (That isn't a criticism of the deck, please don't take that as an insult!!)
In relation to life gain, really, don't rely on it- if Zoo/burn/affinity spot Soul fire, it dies when it comes down, so don't throw all the eggs in there because it dies to everything that matters in modern. That's not me saying it won't run away with games by sheer advantage in some cases, it will do, but just be wary that 80% of the time it won't last a turn.
Moreover, Grixis Control is a Chapin creation, it's going to be powerful, don't underestimate it!!!

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Posted 25 September 2015 at 17:54

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Grixis Control has seen very little top 8 appearances. I suggest trying this deck if you doubt it's ability. Theorycrafting is fun—but I've actually played this deck, probably 200 times, against all of the top decks and skilled metas.

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Posted 25 September 2015 at 18:57

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I have actually tested it, multiple times, hence why I asked what your records were

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Posted 25 September 2015 at 20:44

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I play a lot of proxy topdecks because I'm training a pro, who've won championships in Denmark and Sweeden, which means that I play a lot of games with very different decks. I also test the same decks against my own pet project, a mill-deck, and the dangerous part of grixis is it's ability to discard from your opening hand, then following up by sweeping what you get into play and then it plays it's heavies.

I do not doubt that you have played 200 games with your deck, but considering the large number of decks in modern I do doubt that you have played through all aggro sufficiently enough.

I'd also say that your estimate of grixis not being in a lot of top 8's are a bit of. I constantly track the modernmeta for anything out of the ordinary and have my own %'s nailed down.

There's a difference in how many % of people playing a deck, and what place the decktype get's when it is brought to a tourney, and compared to %'s present (4%) the deck actually often gets a high place, so at a tourney with 100 people only 4 may bring such a deck, but if you win games your chances increase in meeting it later.

What are the skills of your playtesters?

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Posted 28 September 2015 at 06:42

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