Borderpost Balance

by zarlack135 on 20 August 2014

Main Deck (60 cards)

Sideboard (15 cards)

Creatures (6)

Sorceries (5)


Instants (4)

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Deck Description

Borderpost Strengths:

"Guaranteed" Armageddon on turn 3 or turn 4: Between the Gargadon and the Posts you will always wipe out your opponent's lands after you cascade.

Very consistent: You only need 1-2 lands, 1-2 posts, and one cascader to have a good opening hand. You can also have a tutor which fetches up Ardent Plea. Or a Gargadon in place of posts. Or a SSG to accelerate out either mana or cascaders. And we run multiple copies of all of those, so good hands are common.

Resilient win conditions: Most Modern decks have no maindeck way to deal with March of the Machines or Tezzeret, let alone without any mana to use.

Idyllic Tutor toolbox: Maindeck Blood Moon is an extremely powerful effect in this format, and if you can resolve it against the right deck you will win even if you can't get the combo to work. O-Ring helps as well. March is also an effective "answer" to Affinity in shutting down artifact lands, Opals, and Plating equips.

How to Play

Your most basic plan with the Borderpost version is to bounce a basic land and play Borderposts into a turn 3 or 4 Restore Balance. This will leave you with a fully intact manabase and will leave your opponent with nothing. You can also use Gargadon as a sac outlet to remove extra lands, not to mention his function as a win condition. The deck also abuses Blood Moon, using Borderposts to make its effect totally asymmetrical. To win, you can either beatdown with Gargadon, topdeck a Tezzeret to animate your horde for a big attack, or tutor/draw a March of the Machines.

Deck Tags

  • Modern
  • 5-Color
  • Combo
  • Control

Deck at a Glance

Social Stats

2
Likes

This deck has been viewed 1,380 times.

Mana Curve

Mana Symbol Occurrence

161542014

Card Legality

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

Deck discussion for Borderpost Balance

its not a "Guaranteed" Armageddon on turn 3 or turn 4, they can still counter it...
Also I feel you are a tad high on the post count and too low on the land count, maybe drop down to about 12 posts and add in some protection for your combo.

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Posted 20 August 2014 at 18:15

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Just saying, I had quotes on the Guaranteed. Also, I primarily run so many posts and so few lands because with Greater Gargadon's ability, when Restore Balance resolves, if you have no lands, you basically destroy all lands your opponent controls, leaving them with nothing, and you have a 9/7 ready to beat their face in. Also, at least you still have a mana base present on board when Restore Balance resolves. The only time you want to kill your mana base is when you play against affinity, because then you can remove your lands and posts to again outrace them with Greater Gargadon.

In regards to protection, that's what the Idyllic Tutor toolbox is for; to be able to lock the game out. If they disperse their counter spells and removal suite on the tutor and other enchantments, you at least still have Tezzeret, the Seeker and Greater Gargadon to make a finish.

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Posted 20 August 2014 at 18:36

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I know how the combo works, I am just saying it's very unlikely to go off if you have nothing to poctect it.
There are only 13 cards worth countering in your deck, if you cast a tutor I would slam let it resolve same with:
Oblivion Ring
Ardent Plea
Fieldmist Borderpost
Firewild Borderpost
Mistvein Borderpost
Veinfire Borderpost
Wildfield Borderpost
Idyllic Tutor
Beast Within
Violent Outburst

If you cast these it wouldn't cross my mind to counter it.

The thing is, turn 1-2 in most blue based decks is when they cast things, after that they mostly leave their mana open to cast flash creatures or counter spells/removal.
so that means turn 3+ they are going to be sitting their with disruption in hand.

I'm not trying to slam your deck, just saying it may be a bit more successful if you provided a way to protect the combo. Part of deck building is addressing the weak points.

Then again go all in combo if you want:P its really up to you in the end.

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Posted 20 August 2014 at 19:26

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I love all combo. It's like a house of cards. It's so hard to get right, but when you finally get that combination of skill and luck, it's so rewarding. When you're able to consistently crush opponents, it gets boring. I honestly prefer to lose without counter spells than win with counter spells.

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Posted 20 August 2014 at 20:14

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I adore that this deck has the stuff to punish most of the format's aggro decks. But I am underwhelmed with its capacity for interaction. A Living End list I saw on Vault earlier ran spot removal (which, admittedly could waste a cascade) but interaction before going off provides enough short-term return that I'd argue it's worth it.
This deck IS however, cheaper than Living End. You will certainly have surprise on your side.
I have made a combo deck for Modern that I am looking to bust once I acquire moar money.
Take a look, plox. http://www.mtgvault.com/thgr8d35tr0y3r/decks/the-grand-architect/

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Posted 21 August 2014 at 14:19

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See I completely disagree with removal in living end, living end is removal. You want to keep their creatures on the field so that way when you cascade into living end they end up in the GY.
If you use removal you will just end up leaving them with blockers.

I agree with removal in this deck, but I don't this it has to be removal you can cascade into.

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Posted 21 August 2014 at 14:23

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