Jeskai Flash

by raginggoblin on 29 December 2016

Main Deck (60 cards)

Sideboard (15 cards)

Creatures (2)


Sorceries (2)


Planeswalkers (1)


Artifacts (1)


Enchantments (4)

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Deck Tags

  • Modern
  • Control

Deck at a Glance

Social Stats

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This deck has been viewed 832 times.

Mana Curve

Mana Symbol Occurrence

1432090

Card Legality

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

Deck discussion for Jeskai Flash

24 lands seems mighty high in a build like this, even with the search lands. I would personally take it down to 23. Maybe trim a colonnade as you don't really want one in your opening hand as it slows your development. With only 2 you will more likely grab it in the middle game when you want one.

I almost never run more than 1 cryptic command in a modern tri-color as its so hard to get that 3 blue with modern lands in time to make the card usable. 3 copies just ups the chances of it being in the opening hand and being a brick till about turn 7 or 8 at best. It's my opinion that a cheaper control element would be better to keep the opening turns under your game plan even though they don't give you the card advantage like command. Running 2 more spell snares for example would give you excellent early game play and aren't really ever dead draws.

I am also almost always in favor of running at least 3 electrolyzes when possible as they snipe so perfectly and are an excellent target to snap back.

I haven't tried out spell queller in a build like this. How does she handle?

1
Posted 29 December 2016 at 20:49

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Because of plays like Cryptic Command, Snapcaster Cryptic Command, Restoration Angel on Snapcaster to flashback something, Gearhulk, and so on, 24 lands feels pretty solid for the curve. I've tried everything from 22 to 26 lands in lists like this, but 24 just seems the most consistent, especially when one of the is Desolate Lighthouse to filter through extra land topdecks late game.

As for Cryptic Command, while the deck is tri color it is very much blue-centered, and rarely has trouble assembling 3 blue by turn 4 or 5 (only 6/24 lands can't get blue mana). And Cryptic Command as a card really is the reason to play blue in modern, arguably as much as Snapcaster is. It is incredibly powerful and stringing multiples together often wins the game.

3 electrolyzes feels like a little too much, the deck is already heavy on burn, and electrolyze can be awkward in a lot of common matchup in modern (can't kill Amalgam from Dredge, and of the non-Hierarch creatures from Bant Eldrazi, and so on). The card is excellent and I like running 1-2, but it can be kind of a do nothing at times depending on the matchup.

Spell Queller on the otherhand is absolutely insane particularly in the current Modern metagame where so few decks play reasonable amounts of interaction. Against the likes of Affinity and Infect Queller is among the best cards in the deck.

Those are just my thoughts on why the numbers in the list fell that way, thank you for taking the time to comment! :)

0
Posted 29 December 2016 at 23:22

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