EDH Deck Tech: Hokori, Dust Drinker

[you can see every deck tech here]

Hello & welcome to this weekly deck tech! This week we’re exploring EDH with a very fund (for the person who plays it) deck: Hokori, Dust Drinker.

Now, it’s to no one surprise that I love Stax & Attrition archetypes, so this commander, in my opinion is very fun and super cool to play. For those who don’t know what Stax is; the archetype revolves around making it near impossible for your opponents to play anything. You use effects that attack them from every angle, just to prevent them from doing stuff. Most of the effects are symmetrical, but you build your deck around ignoring those effects. By going over the different types of cards you need, you’ll understand.

Keeping Things Tapped

Let’s start off with your commander’s effect: making sure things stay tapped. By this mean, your opponents can’t really play anything, since none of their lands untap (well, just one, but whatever). Other cards like Static Orb, Tangle Wire, Mana Web, Storage Matrix, Marble Titan Meekstone & Crackdown are amazing at making sure that your opponent’s things stay tapped at all time.

Tapping Things

Now that we’ve seen how to make sure nothing untaps, what about tapping them in the first place? You have so many options in White, with cards like Kismet, Loxodon Gatekeeper,  Thalia Heretic Cathar, Imposing Sovereign, Orb of Dreams, Yosei the Morning Star, Icy Manipulator & Scepter of Dominance. Now you’ve effectively tapped everything and are making sure that everything stays like that.

When Tapping isn’t Enough

Sometimes you need to get rid of things, that’s just part of life. You have different ways of destroying stuff and they’re all really fun cards! Stuff like Oblation, Return to Dust, Austere Command, Wrath of God, Day of Judgment, Terminus, Swords to Plowshare & Path to Exile are obvious ones, but you can also play some fun cards like World Queller, Elesh Norn, Michiko Konda Truth Seeker, Archon of Justice, Tragic Arrogance, Cataclysmic Gearhulk, Smokestack, Karmic Justice & Martyr’s Bond. With those cards you have that extra Attrition that makes the deck so much fun. Oh, you can also play lands like Ghost Quarter, Strip Mine, Wasteland, Tectonic Edge, Dust Bowl & Encroaching Wastes, paired with Sun Titan & Crucible of Worlds just to screw with your opponent even more.

They Gotta Pay the Tax

Part of what makes a Stax deck is the Tax part. Just put a big old tax on everything! Go nuts! Play cards like Aura of Silence, Thalia Guardian of Thraben, Lodestone Golem, Vryn Wingmare, Sphere of Resistance, Magus of the Tabernacle (you can also play the Tabernacle at Pendrall Vale if budget is not an issue), Leonin Arbiter, Spelltithe Enforcer,  Glowrider, Chancellor of the Annex, Kataki War’s Wage, Suppression Field, Trinisphere & Defense Grid. Now your opponent has to pay extra to play & keep stuff, their stuff keeps getting tapped, doesn’t untap and some of it just gets destroyed all the time. You might think this is enough, but no, it’s never enough.

Straight-Up Nope

Sometimes you just got to say Nope. Play some cards that literally prevents them from doing things. Stuff like Silence & Orim’s Chant paired with Isochron Scepter. Or other things like Stony Silence, Leyline of Sanctity, Aegis of the Gods, Nevermore, Ethersworn Canonist, Spirit of the Labyrinth, Grand Abolisher, Aven Mindcensor, Containment Priest, Eidolon of Rhetoric, Angelic Arbiter, Phyrexian Revoker, Pithing Needle, Iona Shield of Emeria, Angel of Jubilation, Sanctum Prelate, Chalice of the Void, Linvala Keeper of SIlence, Ward of Bones, Grafdigger’s Cage, Cursed Totem & Rest in Peace. You have many, many ways to just deal with most situation by just saying “you can’t do that”; white has answers to most things. Also, cards like Torpor Orb & Hushwing Gryff in EDH are plain insane, you should play them.

Building a Castle

This goes in the same vein as taxing; if ever your opponent is able to keep some stuff on the field, make sure it doesn’t attack you basically. White has access to so many Pillowfort effects; stuff like Ghostly Prison, Windborn Muse, Archangel of Tithes, Peacekeeper, Magus of the Moat (and Moat if budget is not an issue), Norn’s Annex & Sphere of Safety are amazing at making sure no one can attack you.

What About My Mana?

We’ve made it clear that everyone is getting screwed by your cards, even you. So you have to find ways to make it less sucky for you. Easy, just make sure you have non-lands mana sources, ways to untap things & stuff like that. Play cards like Aether Vial, Gilded Lotus, Land Tax, Marble Diamond, Hedron Archive, Mind Stone, Thran Dynamo, Gold Myr, Knight of the White Orchid, Solemn Simulacrum, Burnished Hart, Palladium Myr, Sword of Feast & Famine, Everflowing Chalice, Darksteel Ingot, Worn Powerstone, Unwinding Clock, Pearl Medallion, Mana Vault, Fellwar Stone, Caged Sun, Basalt Monolith, Grim Monolith, Coldsteel Heart, Commander Sphere, Mana Crypt, Coalition Relic, Khalni Gem, Thought Vessel & Clock of Omens. You’ve got plenty to choose from, just make sure you have enough non-land mana producers and some ways to untap them!

Being Extra

Here are some cards that don’t really fit any of the previous categories that can really help a deck like this: Gideon Jura, Gideon Ally of Zendikar, Elspeth Knight-Errant, Elspeth Tirel, Elspeth Sun’s Champion, Scroll Rack, Sensei’s Divining Top, Eight-and-a-Half-Tailes, Mother of Runes, Platinum Angel, Emeria Shepherd, Stoneforge Mystic (to grab that sweet sword of Feast & Famine), Mentor of the Meek, Recruiter of the Guard & Enlightened Tutor.


That’s it for this week! I hope you guys enjoyed this deck tech as much as I did. If I missed anything let me know. I’ll see you guys next week for a Standard deck tech!

anonymous asked:

What's eggs? :0

Eggs is basically Storm, but with artifacts and without any proper card that says “Storm” ( although i want to run one in sideboard)

I might be wrong, but i think the names Eggs stem from the old egg-cycle?

Basically what it’s all about is cracking lots of artifacts, drawing cards from them and then play Faith’s reward or Open the Vaults 

Which returns all the cards to the field, and you keep cracking. 
I run Krark-Clan Ironworks to gain like 70+ mana in a game, then I make a big Walking Ballista and just shoots the opponent for 20.

There are fun variations where you could run cards like Empty the warrens, but my favorite is def running a copy of Bitter Ordeal against the matchup you know they will sideboard against Ballista or something ( this will make any Judge groan cuz of time-restraints so it’s really fun)

But my ABSOLUTE Favorite is when you know your opponent is completely set on playing hate cards against your egg strategy, and you know they havent seen a single creature besides Ballista, meaning they most likely took out all their creature removal for cards like Pithing Needle, Rest in peace and Stony silence: 

Srsly I love playing sideboards like this… 
I once enchanted a Darksteel citadel turn 3 after my opponent played stony silence. I just swung in while they had to play goyfs to chump my angry citadel. 

If you like storm, and you hate having friends I def recommend this deck! ( also i spoke with my level 2 judge friend, who said that Eggs before was a problem due to time-restraints with Pyrite spellbomb as a finisher, but with ballista its just one single shot-win rather than ping for two each time you windmill your loop.

This is my final list for today

// Deck: UR Delver - Pittsburgh 2017 (60)

// Lands
1 Bloodstained Mire
2 Flooded Strand
3 Island
2 Mountain
2 Polluted Delta
2 Scalding Tarn
3 Volcanic Island
1 Wooded Foothills

// Creatures
4 Delver of Secrets
1 Grim Lavamancer
4 Monastery Swiftspear
3 Stormchaser Mage

// Spells
4 Brainstorm
4 Chain Lightning
4 Daze
1 Fireblast
3 Force of Will
4 Gitaxian Probe
4 Lightning Bolt
4 Ponder
2 Price of Progress
1 Thunderous Wrath
1 Vapor Snag

// Sideboard
SB: 1 Eidolon of the Great Revel
SB: 2 Faerie Macabre
SB: 2 Flusterstorm
SB: 1 Force of Will
SB: 1 Pithing Needle
SB: 1 Price of Progress
SB: 1 Pyroblast
SB: 1 Red Elemental Blast
SB: 2 Smash to Smithereens
SB: 1 Spell Pierce
SB: 1 Sulfur Elemental
SB: 1 Vapor Snag

badburyegg  asked:

in Metamorphosis 2.0 you said "For starters, we're going to look at every card through the lens of 'is this something that will cause problems for a newer player?' In the past, we would include things that confused new players at the cost of adding value for a different type of player." I'm curious if this restriction limits the utility of the cards to appear in new Core sets. What is a card that "causes problems for new players?" Is Pithing Needle or Tormod's Crypt such a card?

The core set will have the ability to reprint cards necessary for Standard. We can print a complex card or two if it’s important, especially if it’s at a higher rarity.

FNM Report - 22/09/2017

So once again, I finish 2-1 tonight with a slightly different list than before but wanted to keep things Stompy still. Upon this I decided to cut a Ghost Quarter and added a Dismember, as I didn’t feel I need the 24th land given how aggressive I can go. Back at Ivory Goat Games for more Modern and finished 9th out of 21 players tonight. Unfortunate not to make top 8 but we’ve all been there.

Eldrazi Tron List (MB Mimic);

4x Urza’s Mine
4x Urza’s Tower
4x Urza’s Power Plant
4x Eldrazi Temple
3x Ghost Quarter
1x Sea-Gate Wreckage
1x Cavern of Souls
2x Wastes

4x Expedition Map
1x Basilisk Collar
2x Relic of Progenitus
2x Warping Wail

1x Karn Liberated
2x All Is Dust
3x Dismember

4x Matter Reshaper
4x Walking Ballista
4x Reality Smasher
4x Thought-Knot Seer
3x Eldrazi Mimic
3x Endbringer

4x Chalice of the Void
2x Hangarback Walker
2x Ratchet Bomb
2x Relic of Progenitus
1x Surgical Extraction
1x Graftdigger’s Cage
1x Pithing Needle
1x All Is Dust
1x Wurmcoil Engine

So as mentioning in my previous post, I was considering putting Chalice of the Voids into the sideboard. I did this for a few reasons;
- Warping Wail is a greatly underrated card, and wished I had it in my main board last FNM.
- Relic of Progenitus is a great card to have in the main and at worst it draws you a card. Seemed fine.
- It’s a FNM, it’s where we try these different builds out right…?

Round 1 - Elves (Won 2-0)

The deck was relatively budget and didn’t run the tremendously busted Elves but did enough work to make me sweat. Elves is one of our worst match ups given how quick they can accelerate, while most traditional Eldrazi Tron decks durdle to get Tron online/Temples going in that time. Game 1 I managed to rip a All Is Dust off the top when he had lethal next turn, turned it around with Reality Smasher ft. Basilisk Collar. Couldn’t come back from that.

Sided Out;
-2 Relic of Progenitus 
-‎1 Karn Liberated 
-‎1 Endbringer 
-1 Dismember

Sided in;
+1 All Is Dust
+‎1 Ratchet Bomb
+‎1 Wurmcoil Engine
+‎2 Hangarback Walker

Wanted more sweepers even though I was aware Reclamation Sage was coming in and it’s the reason I sided in Wurmcoil Engine and Hangarback Walker, allows me to potentially go wider than Elves and gain the optimal value. I trimmed a Dismember and Endbringer as a result.

Game 2 I mulled to 5 on the draw, managed to get Tron online naturally on Turn 4 with 2 All Is Dusts in hand, ripping 2 Smashers to finish the job late on. I really enjoy the attrition Eldrazi Tron has, it’s pretty great.

Round 2 - Vizier Company (Lost 2-0)

My opponent is a seasoned grinder and finished in the Top 100 at GP Birmingham just gone so he’s a  very seasoned player and experienced with the deck. Although the match up is slightly favoured to me, the skill of the pilot can reduce that in these cases.

Game 1 I managed to control the board with Ballista killing Druids and Seers, but he Collected Company into the 2/3 of the Combo, and ripping the Vizier off the top when I Thought-Knot Seer’d the one in hand. Super tilt.

Sided Out;
-2 Reality Smasher
-‎1 Dismember
-‎1 Karn Liberated

Sided In;
+ 1 Surgical Extraction 
+ ‎1 All Is Dust 
+ ‎1 Ratchet Bomb 
+ ‎1 Grafdigger’s Cage

Reality Smasher isn’t great against Vizier Company as they can just soak the damage and refill their board for days, so went to rip the Combo and bring in more sweepers. I was expecting Kitchen Finks in the build hence me bringing in Grafdigger’s Cage, this build didn’t run it Finks in the end.

Game 2 was super unfortunate however I did Surgical targeting Devoted Druid to take him off the Combo. Kept a good 6 to only draw 4 Tron Lands and a Temple in the next 5 turns, all the mana but no payoff. Was just super unlucky and it happens to the best of us. He went wide with Linvala, Keeper of Silence (Shuts off Ballista big time..) and the usual suspects to close the win.

Round 3 - Dredge (Won 2-1)

This match was super interesting and grindy, as I’ve never played against Dredge before. So I had a lot to learn and understand from the match up. Game 1 I lost, he Conflagrate aggressively to remove my Mimics and Matter Reshapers, closing the game out with all 4 Prized Amalgams. He hit some insane Drege in this game. Didn’t hit any of my 2 Relics to deal with any of the threats.

Sided Out;
-3 Mimics
-‎1 Karn Liberated
-‎2 Warping Wail

Sided In;
+2 Relic of Progenitus
+‎1 Surgical Extraction
+‎1 Grafdigger’s Cage
+‎2 Hangarback Walker

Sideboard was relatively straightforward however it was difficult to remove cards. So I ran the set of Relics in the main as I need to hose that graveyard hard and pick any targets with Surgical as I can. Unsure if I removed the correct cards but felt I could control the Graveyard long enough to seal it, durdle them out as it were. Longer Eldrazi Tron goes on usually the better it gets, so had that game plan in mind.

Game 2 I kept a hand of natural Tron and 2 Walking Ballistas, proceeded to Surgical Conflagrate and close out the game with 2 6/6 Ballistas, pinging Narcomebas and Bloodghasts as when. It helped greatly that I kept drawing into Tron to add counters, and he didn’t draw his Ancient Grudge to deal with them.

Game 3 he mulled to 5 and kept a really slow hand, got a Relic out Turn 1 and controlled the graveyard with ease popping it to stop 2 Prized Amalgams returning to the field. Drew into Smasher and Smasher, then another Relic which sealed the deal. Dredge isn’t an easy deck to play against and I was seriously in the tank. Genuinely pleased that I could pull the wins back from a match-up I had zero experience with previously. Really happy with the build, Chalice in the sideboard seem to work really well. 

So last weekend at an SCG open Bob Huang snuck himself onto a rules loophole, sort of.
It had seemed like for Bob and his Gri-shoal-brand/Goryo’s Vengeance deck victory in game 2 was lost after his opponent Bradley Carpenter played Pithing Needle naming Bob’s win condition “Borborygmos”. Bob sat for a moment contemplating what to do, he left the table to speak with a judge, where I assume He asks about the named card, as it turns out Bradley named the card from the original Ravnica block and not the one in Bob’s deck “Borborygmos Enraged” to which Bob then combo-ed off and won the game and match on the spot.

And it got me thinking about what Bradley actually intended to target. In fact I would argue most Magic players, myself included knew what Bradley was talking about and wanted to target! Bob’s win condition in his deck!

In my opinion it’s not what Bradley intended for but Bob took advantage of this small mistake and exploited it for a victory. While I don’t necessarily condone what Bob did it is certainly well within his ability as a player to take advantage of this small thing to be able to win.

What does intent mean when playing a card like Pithing Needle, especially at the tournament level? Does it matter? Does it fall on Brad to know what he is naming specifically? Should Bob have rolled with the punches into a game 3, knowing what Bradley meant? Let me know what you think

It finally dawned on me how apt it is that the card Pithing Needle is a perfect answer to a Planeswalker: Back in 1999, in The Thran, Yawgmoth himself uses a pithing needle to disable a planeswalker. This couldn’t be more perfect if they had planned it from the start.

youdontknowshitaboutcats-deacti  asked:

Can you explain how Pithing Needle works?


External image

Pithing Needle stops players from activating abilities of the named card. An activated ability is anything written in the form “[Cost]: [Effect].”

Pithing Needle only stops activated abilities. It doesn’t stop spells from being cast, and it doesn’t stop any other kinds of abilities that aren’t activated abilities (such as triggered abilities, static abilities or replacement effects).

Pithing Needle stops all activated abilities that aren’t mana abilities. An activated ability is a mana ability if it A) produces mana, B) doesn’t have any targets, and C) isn’t a loyalty ability. Any activated abilities that don’t meet all of these criteria aren’t mana abilities, and can be turned off by Pithing Needle.

Some common things you might use Pithing Needle for include:

  • Stopping planeswalkers from using their abilities (planeswalkers’ loyalty abilities are activated abilities because they’re written in the form “[Cost]: [Effect]”)
  • Stopping lands like Kessig Wolf Run from using their non-mana-producing abilities (Their mana-producing abilities will remain unaffected)
  • Stopping Boros Reckoner from using its second ability to give itself first strike (Pithing Needle won’t stop Boros Reckoner’s first ability, because it’s a triggered ability and not an activated ability)
  • Stopping Equipment like Ring of Kalonia from equipping a creature (The equip keyword is an activated ability. However, casting Pithing Needle after the named equipment is already attached to a creature won’t unattach it)

Hope this helps! If you’ve got any specific questions about how Pithing Needle works in a given situation, feel free to ask.

kr-studios  asked:

A Pithing Needle can shut down a planeswalker right? Also, planeswalkers are destroyed when there are two of the same subtype on the battlefield? (like two Jace cards). So a set of four Pithing needles, or even just two in the sideboard would be a good defense against planeswalkers right?

Yes, Pithing Needle works against planeswalkers, and as sideboard answers to planeswalkers go it’s not bad. (Planeswalker abilities are activated abilities, so you if resolve a Pithing Needle and name “Gideon, Champion of Justice,” then your opponent’s Gideon can’t use any of his abilities.)

Regarding your other question, if two planeswalkers that share a subtype (such as two Jaces) are on the battlefield at the same time, they’re both put into their owners’ graveyards as a state-based effect. This isn’t the same as being destroyed (regeneration and indestructible can’t stop it), but it is another way to deal with enemy planeswalkers.

Crazy Little Thing Called Mill

We’ve all tried it.

At least once.

I don’t think I’ve met a single Magic player that hasn’t tried making a Mill deck. Just the idea of winning the game through such a crazy evil scientist sorta way. Then, just as you realize you barely got half of their deck in the graveyard… Just utter disappoint. 

Days go by.

Months go by. 

Jaded, you lash out on others as they once shared your dreams. Only to warn them the harsh realities of such a dream. A dream your once naive self once had. 

Learn to Love Again

Fortunately, you don’t have live your entire life jaded and bitter. Mill decks are possible. Just like fine wine, it gets better with age. With each new set, more options are at your disposal.

The feeling to be free again, like a child without responsibility and so full of dreams. The warmth and glow of your own smile.

Here’s an example of a successful Mill deck in Modern. Obviously, you can tune the mana base according to your own budget with Painlands. 

1  Arid Mesa
3  Darkslick Shores
2  Ghost Quarter
1  Godless Shrine
2  Hallowed Fountain
1  Island
3  Marsh Flats
4  Misty Rainforest
3  Shelldock Isle
1  Swamp
1  Watery Grave

4  Hedron Crab

4  Archive Trap
4  Breaking // Entering
3  Crypt Incursion
4  Glimpse the Unthinkable
3  Mesmeric Orb
2  Mind Funeral
3  Path to Exile
3  Surgical Extraction
4  Thought Scour
4  Visions of Beyond


1  Crypt Incursion
2  Disenchant
2  Echoing Truth
2  Engineered Explosives
3  Inquisition of Kozilek
2  Rest in Peace
Grafdigger’s Cage
1  Stony Silence
1  Pithing Needle

Have a magical day!

Are You Cereal?! - More Strategy & Deck Lists for Mono-Green in Modern!

I’m a bit surprised how adamant some of the people in the Magic community are concerning the legitimacy behind my ability to play Magic, let alone build decks. I guess people assume my gender and sexual orientation plays such a huge role in this! (/sarcasm) As much people assume I’m a casual Magic player, I’m actually not.

If I could compete, hangout and travel at GPs, Opens, etc, I would, but due to my relationship with Wizards of the Coast (LINK), it’s likely I’ll never go. They have my home address (LINK), so I’m open to patch up our relationship, but as it stands, I’ll won’t be attending any events.

That doesn’t mean I can’t pass on and teach others. Sharing my experiences with you guys and the fans. Such as the first introduction of this deck (LINK)

Anyway, I posted my thoughts concerning about the parallels of how fighting games and Modern are so similar that the idea of designing decks with such a huge discrepancy of match-up weaknesses and strengths should be accounted for. If you haven’t read it, here’s the (LINK). 

So the concept is simple:

  • Know your metagame
  • Identify your deck’s core
  • Build around the core and attack your metagame

First, recognize your local play area. Are the casual players using budget decks? Do they lean on aggro or combo? Who are the best players in this area? Are they winning your FNMs week-in, week-out? Observe and list out the types of decks your area plays and the player’s habits if you haven’t noticed already. Examples would include if they’re bad at bluffing, do they get careless and over extend a lot, or do they miss a lot of triggers during their upkeep. Things like that.

Second, how do you win with the deck? With this specific Green deck, you’re winning because not many current decks use actual board sweep spells, such as Wrath of God, Damnation or even Hibernation. The most popular ones right now as of Summer 2014 is Anger of the Gods. So you see, your vanilla guys just quite frankly outclass most of Modern’s flashy creatures (Snapcaster Mage, Restoration Angel, Goblin Guide). While Zoo is more “recognized”, it has a lot of weaknesses, partially due to Anger of the Gods. Most importantly, Blood Moon ruins the deck. Not our Green deck though!

What makes the deck so surreal that it works is that the mana-base is so simple. Most popular decks in Modern are dual/tri-colored, so the reliance on Fetchlands/Shocklands also puts them as a life disadvantage. Whereas the Mono-Green deck, only loses life if it needs a desperate removal with Dismember or Mutagenic Growth. In addition to that, some of your creatures also act as “hate bears” against popular strategies using the graveyard. Not to mention, granting instant Hexproof is a thing to dodge common spells like Abrupt Decay. 

Third, after identifying your metagame and how your deck functions, build your sideboard to fight against the popular decks in your local area. Use “Gatherer” on Wizard's official site to find new and unique sideboard cards that can help trash these decks. There’s always new things to discover about the game! Be the first!

Find powerful sideboard hate cards that can synergize with your deck, without desyncing it too much. It’s like bringing in Stony Silences in a deck with Aether Vials in it for example. So these are some of the key things you should be aware of when you find a list on the internet. It might have won said tournament, but since it’s no longer under the radar, people are going to adjust their decks to beat it. So there’s this escalation of power, as well as weaknesses decks will develop. 

This is why the Mono-Green deck actually works. The current metagame is not prepared for 4/5 vanilla beaters on the third-turn, not to mention the 3/3 creature the turn before, nor the Experiment One currently growing into a 3/3. 

For more, click on “read more” below since deck-lists tend to be wall-of-texts. 

Keep reading


Splinter Twin (URW) | Modern

What’s up folks and I wanted to share a pretty big deck in the competitive Modern metagame.  It features one of the best combos from past standard and can win by turn four. The deck is called Twin combo and unfortunately the deck’s core pieces have been rising a lot in value. It may be out of reach for a lot of players now (it was cheap to build last year when Splinter Twin was $3-$4 dollars), but you can always find ways to proxy the cards you need with your friends around the kitchen table

The main combo is Splinter twin into 1 of the 3 flash creatures in the deck. Deceiver Exarch, Pestermite and Village Bell-Ringer are main creatures to combo with. You can also use Kiki-Jiki into one of the three as well and just swarm in with infinite hasted creatures. Or if you really want to be really cheeky, Restoration Angel into Kiki.

Outside of the main win condition; you can also opt for plan B, which is just switching into offensive mode with Celestial Colonnade and Restoration Angel. Snapcaster Mage can chip your opponent down while burning them out. Post-Sideboard, you can add Baneslayers against the more aggro heavy match-ups.

 There’s 2 other variations to Twin decks. There’s the UR version, which is more tempo based, and the Boros version, which is more defensive, but has more options of utilizing Restoration Angels into various creatures.

With this version (URW), you have defensive options early game with Wall of Omens against Zoo or Aggro heavy decks. It also allows you to use Restoration Angel, which interacts with most of the creatures in the deck, most notable with Kiki. Path to Exile might seem like a basic removal spell, but there have been games where I’ll actually Path my own Wall of Omens to quickly ramp up. And the biggest reasons for the white splash are the sideboard cards. White has the best sideboard card options in Modern, so always be mindful of your FNM metagame and choose them wisely. 

Matchup Tips

Aggro (Jund/Affinity/Zoo/Tokens/etc) – Post board, you’re likely to side in Anger of the Gods, Spellskite, Engineered Explosives, Wear/Tear and Baneslayer Angel. These decks will often try and disrupt your combo in games 2-3 with Torpor Orb or more removal. It’s important to stay calm when they do resolve these spells and focus on what you can do at that moment. Sometimes, you just end up winning with some well timed Bolts to the face with Snapcaster Mage  and Restoration Angels.

Chandra will also provide additional protection against Dark Confidant, opposing Snapcasters, Cliques, Thalia, and various things in the format. She’s even more powerful when you’re ahead on board and you can pseudo Scry for 1 each turn if needed.

Control (UW/UWR/Tron/Faeries) – Most UW/UWR/Faeries variations are tough. These are rather difficult matches for Twin, since Twin is partially a combo/control deck, but not fully optimized as a control deck. It’s not impossible, but disruption based lists makes it very difficult to actually combo off. It’s more important to focus on your Plan B than fall behind trying to combo. In these matchups, I would recommend using Counterflux, Vendilion Clique, Engineered Explosives, Wear/Tear, Spellskite and Baneslayer Angel. Sowing Salt is great against opposing Celestial Colonnades and Mutavalts.

Against Tron lists, the deck fares better since you can survive long enough to combo off or remove their lands with Sowing Salt. Pithing Needle on their Karn also buys you a lot of time.

Combo (Twin, Pod, Living End, Storm) – Twin mirrors usually comes down to resolving your spells and clearing away an opposing Spellskite. You’re looking at boarding in: Cliques, Counterflux, Pithing Needle, Spellskite, Wear/Tear/Engineered Explosives.

Against pod, you’re going to be focusing on a lot of fronts since you’ll definitely be seeing Linvala, Thoughtseizes and a tool-kit removal suite. Rest in Peace if you know they’re relying on the Melira combo and you just generally want to clear their board. Chandra will become helpful against Viscera Seers, Birds, Noble Hierarchs and additional firepower to remove their Spellskites with your burn spells. Again, focus on what you can do in that specific situation.

Living End or decks that rely too much on the graveyard for shenanigans to be slow. Focus on your combo first since you’re faster than they are and shift to plan B if you’re drawing blanks. Rest in Peace post board will change the game for them, but make sure you can protect it.

Storm can be faster with a god-like hand on turn 3 for the win, but it’s also just as fragile as your deck. Counterflux will deal with their entire combo post board, but make sure you have ways to deal with their Empty the Warrants as well. Side in Cliques as well, along with Rest in Peace. Engineered Explosives and Wear/Tear will deal with their Pyromancer’ Accession. 


*You can drop the Chandra and go with an additional copy of Kiki. That’s up to your Metagame.

4 Celestial Colonnade

2 Scalding Tarn

1 Cascade Bluffs

2 Steam Vents

2 Arid Mesa

2 Hallowed Fountain

2 Island

2 Mountain

1 Sulfur Falls

3 Misty Rainforest

1 Sacred Foundry

3 Deceiver Exarch

4 Wall of Omens

2 Restoration Angel

1 Kiki-Jiki, Mirror Breaker

1 Spellskite

2 Snapcaster Mage

2 Remand

4 Path to Exile

4 Lightning Bolt

2 Izzet Charm

4 Splinter Twin

1 Village Bell-Ringer

1 Pestermite

1 Chandra, Pyromaster

2 Swan Song

2 Lightning Helix

1 Mystic Gate

1 Desolate Lighthouse

SB: 2 Vendilion Clique

SB: 1 Engineered Explosives

SB: 2 Counterflux

SB: 2 Rest in Peace

SB: 2 Anger of the Gods

SB: 1 Pithing Needle

SB: 1 Wear // Tear

SB: 1 Spellskite

SB: 2 Sowing Salt

SB: 1 Baneslayer Angel