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As always, likes and comments/suggestions are appreciated!This is a fairly simple deck, but I suspect it has a different approach than most decks of this variety.Flavor text: "Cast out by my tribe, I am a pariah trapped in this mammals carcass. Only my true kin hear my cries."This deck is all about controlling the game until you can get enough lands to get Dragonmaster Outcast and Scute Mob going. The ideal game for this deck locks down your opponent and then beats them down with Scute Mob and DM Outcast's dragon tokens.
The idea behind this deck is to control the board until you get enough lands out to wreak havoc with Scute Mob, Dragonmaster Outcast and/or Rampaging Baloths.Oracle and Farseek will give you land acceleration; Serum Visions can also help in this regard as it will let you draw a card and sift through your deck a bit.All of the instant cards in this deck can be attached to Isochron Scepter to give you more broad control of the board; the best instant to attach, in my opinion, is Remand. The instant cards in this deck mostly revolve around counters, removal and burn.Kiora will help protect a permanent you control or neutralize a permanent the enemy controls, and can be used to draw a card and place an additional land onto the battlefield or, if you can get her last - ability, to send a large kraken onto the battlefield at the end of each of your turns.Pretty simple deck - hope you like it!
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Cool use of doubling season, but I do think you need a few more counterspells to protect everything. Check out "turn aside", I think it would be better than izzet charm
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Thanks for the suggestion I'll look at that card.
I like Turn Aside, but it's not as dynamic as Izzet Charm. I was definitely struggling with what Instants to put in this deck, especially since I want them all to be 2 CMC or under to imprint onto Isochron Scepter (god, I love that card). It would be nice to have some additional draw as well to pull out the lands, as unlike most decks that use Dragonmaster Outcast and Scute Mob this deck has zero land grab, but I felt like the control was more important to protect the win-condition.
counterspell?
I´d recommend "Explore" as it does the same as "Kiora" whyle beeing at 2 cmc. Really nice deck, I will playtest it!
Explore is nice but it's not as dynamic. Kiora gives you that effect plus a means of neutralizing an opponent permanent or protecting your own as well as a means to send out large krakens if you can get to -5. Planeswalkers are also more powerful in decks that feature Doubling Season since they enter with double the counters. I'll probably post another iteration of this deck in the future which is based on land ramp instead of control.
I thought of Explore + Kiora but i just saw your Oracle of Mul Daya wich makes my suggestion obsolete :)
Exploration is the ramp to end all ramp and its CMC is 1. You can drop it and scute mob (or DM Outcast) on the first turn and make them crazy in no time. Oracle of Mul Daya seems a bit redundant with Rites of Flourishing already in there and playable at a lower CMC.
Exploration is indeed amazing, but not Modern legal. The reason I'm running 2 Oracle and 2 Rites of Flourishing is I don't want to give my opponent excessive card draw and Oracle gives me a couple additional creatures as well in case I need a blocker.
Seems legit haha
propaganda isnt modern legal, i recommend remove from sideboard if u want keep mordenn legal
Good point. I'll change it for something else.
Do you have any stats on how this deck performs, number of games/number of wins?
I don't actually own the decks I post, physically. I played casually in college and now I am volunteering abroad so I play online through Magic Virtual Playtable (I highly recommend this software - lets you test play your decks as well as play others online). I've played 10 games or so online with this deck so far, and it does really well against most decks. Some decks it can have trouble with would be aggressive aggro and extraction. Decks it does really well against are mid to late game decks and other control decks, from what I've seen. Unfortunately though, I don't have any stats and I'd need to play against more decks to get a better feel for it, but it does well against most. It especially does well if you can get Isochron Scepter on the board early and put a Remand on it.
If you want to play online there are other softwares with a much larger player base: Magic Workstation and Cockatrice, which has the greatest number of players online among the three. To have stats you don't need to "get the feel", but just need to count the number of times you win over the total number of games, it's easier and gives a much more precise information. Thanks, john.
I thought the owners of workstation stopped updating their database? Never heard of cockatrice but will have to give it a try. I'll need to play test some more to throw up results on here.
Fetchlands?
Normally, absolutely. However, Outcast and Scute Mob (the win condition) don't become useful until I can get 6 and 5 lands on the field, respectively, so I don't want to thin out my mana base.
I'd drop 2 Isochron Scepters.
What would you drop them for? They are essential to maintaining consistent control to buy you time to get Outcast and Scute Mob going in this deck.
You want to drop lands as fast as possible. Try dropping Isochron Scepters and some of your enchantments for cards that let you put lands onto the battlefield in addition to your 1 land per turn. Expedition Map comes to mind. There are other green creatures that let you tutor for lands too as ETB triggers.
Kiora, Oracle and Rites of Flourishing all give me land acceleration. This deck is more geared towards controlling the board until I can get Outcast and Scute Mob going rather than ramping as quickly as possible to get them going. I'll be posting another iteration of this deck in the future that is more geared towards ramp to win instead of control and conquer.
I'm going to agree on the Scepter and the Rites. They're slowing you down, and helping your opponent, respectively. If you're trying to accelerate into a large mana base, you need to use search. That search can be in creatures or spells, but you need something that allows you to get more lands on the field from your deck, not just your top card. I feel like this wants to be a combo/aggro deck rather than a control, and I think some of your control elements are going to muck up the works for the actual win condition.
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I love this deck the idea is great I wish I had 389$
Yeah, the unfortunate part about trying to build competitive decks, especially in non-standard, is that they cost a bit. I play the decks online at this point.
Thank you for choosing green for something besides Tarmogoyf.
Ha, well I wanted to make a control deck with DM outcast and scute mob. Most decks using those cards are gruul land ramp and I'll likely post that iteration later on. Tarmogoyf is a sick card though so it's not surprising it's so common in the modern meta.
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if ur lkin 4 card draw why not use a version of jace, or jace's ingenuity, or divination?
Divination in a top tier 300$ Modern deck? No. How about serum visions, or mind scour?
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Changed up the land base a bit, should go a little faster now most of the time.
Okay made some changes to this deck.. Dropped Lightning Bolt for Atarka's Command. Dropped Sarkhan Vol and Rites of Flourishing for 4 Farseek.
How about Azusa. lost but seeking. I'm pretty sure it's modern legal.
It is, just not as good as Oracle of Mul Daya in my opinion.
Azusa is cheaper and a couple mulches would fix that up real quick.
with dragonmaster in standard again there may be a good way to abuse him there now!!
Yeah I haven't looked too deeply to see if there are standard DM shenanigans as I mostly focus on Modern. Looks like Ally's got a big boost though!
What is the "ally" function? I joined at theros so idk...
They are a creature subtype that buff each other.
oh, ok thank you very much.
Made a few more changes, should work slightly faster now..Changed up land base to have more basic lands as well as more lands that turn into creatures.Dropped 2 Isochron Scepter for 2 CultivateDropped 2 Cyclonic Rift for 2 Lightning BoltLet me know what you think. Need to play test more to see if it's beneficial but I think these changes make it slightly better.
Honestly, I don't really know if Doubling Season is that necessary here. It feels kind of "win more" you know? I think you should go up to 4 Bolts. Also, as much as I love Atarka's Command, it doesn't make much sense to me aside from the fact that it let's you play another land. If you're really going for a control or midrange type strategy I feel like you just generally need more removal. Aside from that I like the idea of the deck a lot.
I agree with the 4 Lightning Bolts, it's probably the best burn card ever printed. I'd also drop Kiora, personally. It doesn't do that much for this deck and I think it's just taking up space that could be repurposed for something else. Mana Leak would be a great addition, maybe drop the Cyclonic Rift altogether and I don't think Remand is really worth it as it's overload cost is too high and you'd just give your opponent the chance to play everything again. I also think that there's a bit too much ramp in here, the Oracle of Mul Daya and Cultivates would do just fine and allow you room for more creatures.
I bumped up the Lightning Bolts to x4. After reviewing this deck a bit more, I feel like it needs some changes to focus more on one mechanic. I definitely like having the Farseek's in there as well.. might drop the Cultivates for something else, but I don't know. I'm sort of undecided as to where I want to go with this deck because I like the idea I'm just not sold on what I want it to be right now exactly.
have you ever considered elite archaist? combo it with opportunity or physic spiral and its crazy. Another awesome card that would work wonders in this deck is rampaging balothes.
I've definitely thought about Rampaging Baloths. I'll have to look at the other cards as well - thanks for the suggestion!
I feel as if this needs more focus on the mechanic/ needs to figure out what the mechanic actually is.
i was thinking about using 2 semic charms and cut 2 remands just so you have alot of different spells to play with.
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OK guys, made some more changes to this deck - let me know what you think.Dropped the enchantments and added 4 Serum VisionsDropped 2 Cultivate for 2 Rampaging BalothLightning Bolt and Cyclonic Rift now at 4xI feel like these changes give the deck a more streamlined mechanic and will make it better in general. Not fully set on the idea though so let me know if you have any ideas that might improve the deck. Thanks! :)