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Found 2 results

  1. Hey everyone! Bonus video time! In this video, JJ goes over Spinal Tap, a four color enchantment deck that holds your opponent at bay until mid game, then unleashes an unrelenting of indirect damage and their very own creatures!
  2. Are you feeling crazed by the semi-control decks in Modern? Not enough hard counterspells for you? Maybe you need a shot of... Enduring Ideal. What is Enduring Ideal? Enduring Ideal is a deck based around getting enough devotion for white to activate Nykthos, Shrine to Nyx in order to be able to play Enduring Ideal to get win conditions like Form of the Dragon and Heliod, God of the Sun or lockout combos like Curse of Death's Hold and Dovescape, which is also a win con, getting you 7 doves each turn. Core: 4x Nykthos Shrine to Nyx. This is what makes the deck tick. It is what allows us to be able to play Enduring Ideal by turn 3, with the perfect hand, and get up to 4 Clerics per turn with Heliod, or more. 4x Leyline of Sanctity. This is the second part of what allows us to get Enduring Ideal by turn 3, and a possible win by turn 6. It also protects us from stuff that other combo decks may be susceptible to: Hand Attack. 4x Ghostly Prison. This is what is going to protect our butt. 2-3x Sphere of Safety. See above. But a bit more powerful. Win Conditions: 1x Dovescape. Part of the lockout combo, that's also a win condition. 1x Curse of Death's Hold. See above. 1x Form of the Dragon. It's a win condition that cannot be stopped by creatures. Just one rule: Don't get this against Burn or Zoo. 2-3x Myth Realized. It's a creature that's also an enchantment. Think of it as a manland. 1-2x Mastery of the Unseen. It's an alternate version of Myth Realized. Protection/Removal: 2x Suppresion Field. Shuts down combo. 1x Phyrexian Unlife. 3 mana, gain 10 life? Yes please. 3x Journey to Nowhere. It's nearly unkillable removal in game 1, but gets worse when they bring in enchantment removal. 3x Oblivion Ring. See above. 3x Runed Halo. Amazing against almost any deck, but you will almost never want to play this turn 2, but unlike most of our removal, gets better later game and games 2-3. The devotion helps a lot, too. 2x Nevermore. Same as above, pretty much. 4x Nyx-Fleece Ram. This card was never the greatest in standard, but here, where it does exactly what we want to be doing, deflecting aggro and helping stabilize.\ 1-2x Detention Sphere. Kills all of the Kitchen Finks, gets rid of annoying Voices, and Lingering Souls tokens. I always play at least one copy. 2x Porphyry Nodes. Kills their creatures, and will rarely get ours, and when it does, doesn't really matter. 1x Greater Auramancy. Protects our enchantments, and one of the first things we get with Enduring Ideal. Lands: (Nykthos was mentioned above) 4x Mistveil Plains. This cycles whatever they kill to fetch it back with Enduring Ideal. Gives the deck more consistency. 3-4x Glacial Fortress. Fixing that will (almost) always enter untapped. Yes, it's only to hardcast Detention Sphere, but it's well justified. 12 or so Plains. Pretty self explanatory. Sideboard: 2x Stony Silence. We die to quick aggro, like Affinity. This helps solve that problem. 2x Porphyry Nodes. Just to round it off. 1x Greater Auramancy. Generally board this in games 2-3 if the opponent is playing green or white. 2x Suppression Field. Shuts down combo. 3x Aura of Silence. If great against Affinity, Bogles, all artifact and enchantment decks. 2x Boseiju, Tree Who Shelters All. Makes sure that our Enduring Ideal doesn't get countered. 3x Silence. Shuts off storm, and lets us combo off in peace and Silence (ha ha ha, didn't think you could get away without me making a bad pun?). This deck is great, janky, and impossible to expect. Game 1 is usually easy, but games 2-3 get harder as they see and learn to expect the combo. Have you ever played with/against this deck? How did it do?