March 14, 2013, 05:29:03 PM
Thank you for taking some time to read my newest article. I've got something to announce before I begin - I do not play Modern. I never have, likely never will. This is actually just my M12 Standard deck remixed for the Modern format. I did 2 volumes of my "What's Winning Standard" before I hit a sort of wall. The wall I hit was - I don't think Standard decks that are winning honestly need a deck tech. They're pretty straight forward aggro decks at this point, with what I perceive as having little finesse. Also with my first volume I felt that I didn't have nearly enough to say about


Zombies that isn't already apparent. Play a creature for 1, play one for 2, play one for 3, ect. ect. So I switched to my personal deck, one I've been mixing and mastering since Return to Ravnica dropped and Scars rotated. It evolved and evolved, and now it resembles a modern Esper Control list, or an Esper Flash deck. I play that deck exclusively so my commentary was strong. So with this Deck Tech I am choosing to use a personal deck of mine. Illusions have been one of my favorite tribes since I began playing. The Phantasmal block was amazingly cool to me - it was a return to powerful creatures with drawbacks. Illusions won't make a splash in the Modern scene, you'll probably never run into this deck list. But it is cheap, fun, and powerful. So lets begin.
3 Phantasmal BearEasy choice here, nice early beater. My ignorance of the format makes me wonder if
Pillar of Flames is a thing. He benefits from all of the great tribal love, and is a blue creature that can be tapped to pump your
Grand Architect4 Krovikan MistAnother easy choice. A cheap 1/1 flier that scales with the game, he's an illusion that likes to become an early threat and stay that way. Not too much that isn't obvious about this choice. I absolutely love this card here.
4 Lord of the UnrealThe Illusions Lord. An inexpensive way to buff up your illusions, protect the Phantasmal's from being targeted and a blue tap target for
Grand Architect. When he hits the table, things can get out of hand pretty quickly. But it gets better...
4 Phantasmal ImageThis is easily one of the most functional, fun, cheap, crazy cards printed for this tribe. Obviously he can copy their best creature, he can copy a legendary creature and kill them, he can do it all. However
Phantasmal Image is especially good when you copy a
Lord of the Unreal. Under such circumstances, Phantasmal Image is a 3/3 with hexproof. Once that happened, I feel like you've pretty much stabilized. But things do not stop getting fun here...
4 Grand ArchitectThis is the cog of the deck. He gets everything going, from the +1/+1 for the Illusions, Getting you fast mana to drop the bombs of the deck (
Inkwell Leviathan,
Steel Hellkite,
Wurmcoil Engine,
Memnarch,
Blightsteel Colossus) and pumps those abilities. Also what is misunderstood by players who haven't used him: He can tap itself the turn it comes out. "Summoning sickness" prevents the creature from attacking or using abilities with the tap or untap symbol until it has started your turn under your control. The Architect's second activated ability does not use the tap symbol, so you can use it as soon as the Architect enters the battlefield. He also is essential to one of the win conditions of this deck...
4 Pili-PalaThe Combo:
Grand Architect turn
Pili-Pala into a blue creature for

. Tap
Pili-Pala with
Grand Architect: gives you

mana. Use this

mana to untap
Pili-Pala and have one mana of any color. Do it infinite times, have Infinite mana, This mana is used to
Banefire for the win, or maybe deck them with a timely
Blue Sun's Zenith.
3 Treasure MageBasic tutor.
Treasure Mage can find all the big pieces you need to win, or simply just swing for some damage or tap with the
Grand Architect.
1 Inkwell LeviathanBeats. He's an artifact, has crazy evasion, and what could be more fun then having him out on turn 5 or sooner?
Inkwell Leviathan is one of those threats that require pretty immediate answers or it tends to just stick.
1 Wurmcoil EngineI just love this thing, its a nightmare, then splits off into twin nightmares. You can get recursion by using
Academy Ruins or
Buried Ruin (same obviously goes for the other Artifacts). I've had it out as out as early as turn 3!
Turn 1: Island,
Phantasmal BearTurn 2: Island,
Lord of the UnrealTurn 3: Island,
Grand Architect , tap him and the other blue creatures,
Wurmcoil Engine.
1 MemnarchThe control tech of this deck.
Memnarch and
Grand Architect should be married together. He can steal lands to keep opponents off tempo, with the infinite mana combo he is another way to absolutely lock the board down and finish the game. The opponent will have no way to gain back any traction.
1 Blightsteel ColossusPretty self explanatory. I don't like him as much as the other creatures because it relies too heavily on the infinite mana combo or 6 untapped blue creatures. It is indeed a tall order, but not impossible. Open to suggestions.
1 Steel HellkiteTo be honest, of all the times I've ever played this deck - this guy is the most dangerous.
Steel Hellkite has firebreathing, and the Design-an-
upheaval ability, it is terrifying. I almost always select him with
Treasure Mage, and copy him with
Phantasmal Image whenever possible.
4 Muddle the MixtureMuddle the Mixture is the main counterspell in this deck. It also doubles as a tutor for
Pili-Pala or
Banefire if I haven't drawn those yet. Wonderful utility card, and required material for a combo deck like this.
1 Blue Sun's ZenithThe main card drawing mechanism that doubles as a win condition.
Blue Sun's Zenith ability to choose a target player is what gives it a spot in this deck.
1 BanefireThe deathblow.
Banefire - The very best there is. When you absolutely positively gotta kill a m-----f-----er - Accept no substitutes. The "bane" of control players existence. I know, I know,
Spellskite, but still. Every card has a weakness.
1 Legacy WeaponThis is one that works exclusively with the infinite mana combo. But
Legacy Weapon is the method of completely obliterating the board, and like
Memnarch, creating a lockout.
Why is it so good? Fun. It is a fun deck to pilot, its perfect for the
Timmy player that loves playing big creatures. It won't be a contender to win a GP or anything, but it is cool in its own right - and not too, too expensive.
What are its weaknesses?Speed. Usually with drawn out combo based decks stall out pretty hard if not everything is going right. It also does not draw cards, so you're generally at the mercy of your opening hand.
What about the sideboard?Absolutely nothing! That is where the community comes in. If you're familiar with the format, know what to expect - please leave sideboard options, deck feedback and questions
here. You will be rewarded with positive karma for the assistance.
That does it for another Deck Tech. If you've got any questions, comments and suggestions, feel free to post them here. If you like the Article and want more, hit the "Like" button at the bottom.
Last Edit: March 21, 2013, 02:31:02 PM by Dudecore