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Soul sisters with tokens and Fling on a stick. Many triggered effects. A little quirky.
Gain lots of life. Use tokens and ensnaring bridge to help you survive. Fling your tokens to win. Or swing to win. Devout chaplain removes counters to the deck (Topor Orb, etc.) and your Ensnaring Bridge (if you go that rout.) Alternately, use Suture Priest and Forbidden Orchard to plink them down. Cather's Crusade improves the survivability of your creatures and is ridiculous late game.Sideboard in Rootborn Defenses and Immortal Servitude against board wipes and removal. Sideboard in Battletide Alchemist against burn decks. Rest in Peace is for graveyard shenanigans. Elixir of Immortality is for mill decks. More Devout Chaplains are for better control.Future improvements: Auriok Champion (simply better) and Archangel of Thune (replaces Cathar's Crusade.)
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With bridge being my favorite card ever, it sucks hard in this deck...Also you need ajani's pridemate.20 lands and expecting to cast 6 drops in modern seems like a pipe dream.
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Could you expound on why EB sucks in this deck? Ajani's Pridemate is powerful. I included the bridge because this deck won't be faster than the opponent's deck.
Because the only way you can "attack" through bridge is with Brian.Which you have 2 copies of and 0 ways to find him.So lets say you have this massive army doing nothing at all, how do you beat abzan?Like if you don't draw brian or he dies you literally just can't win because A-no way to attack through bridge.B-no way to get rid of your own bridge to swing with a massive army.If you say played better creatures like pridemate and a few others in place of bridge or sanctifier.Your early game wouldn't require you to have bridge to survive.If you want to go the bridge/brian route you will want 2 things1. More ways to sift through your deck to find him.2. Ways to deal with your own bridge to attack with a massive army (o-ring is pretty budget)On top of that jamming 5-6 drops in a deck with little to no card advantage and 20 lands is really questionable.You will on average hit 6 lands on turn 9+ which for a format like modern(even for a budget deck) just isn't fast enough.Because the creaturesyou are playing when compared curve to curve with your opponent are overall weaker on your side chances are there won't be much of a late game.Not trying to burst your bubble i fully support rouge deck ideas you just asked me to explain.
Thanks! I appreciate the help. I see your point about the 6 drop. It's only playable if the game is already going my way. Otherwise it holds the deck back.