Category: Deck Reviews

Magic 2012 Event Decks: Illusionary Might Review


Some time ago, we delved into the first of two Magic 2012 Core Set Event Decks, Vampire Onslaught. Today we will be looking at its brother, Illusionary Might. The mono-blue counterpart to the mono-black Vampire Onslaught deck, while Illusionary Might may not have the “money” cards that its Vampire cousin does. The Vampire deck is easily the better value overall, but there are some interesting cards still in here even now.

At the time, 2011, the Illusionary Might deck actually was probably the better buy for newer players, believe it or not. The reason for this lies in the editions of the cards. The Vampire deck had a great many cards from Zendikar, Worldwake, and Rise of the Eldrazi. That Fall’s Standard rotation meant the end of those cards being playable in Standard.

The Illusionary cards, however, were all from Magic 2012, and most of the other cards in the deck were in the Scars f Mirrodin block, which followed Zendikar block and was staying in Standard for another full year plus. In fact, you’dl be hard pressed to find a card that was cycling out with the next Standard rotation. The only notable one was the playset of Preordain, which was only ever printed in Magic 2011 Core Set and the Venser vs Koth Duel Decks.

Basically if you were looking to win in Standard at that moment, the Vampire deck gave you the better shell to start from. Long-term, however, this deck actually was the better choice for players not concerned with hanging onto what would be the few money cards in the deck long-term – the one Verdant Catacombs and the 2 Bloodghast.

One thing that Wizards began to do with these event decks was providing one deck that can pretty much win out of the box with minor changes – like the Stoneforge Mystic deck, which turned out to be a major marketing mistake upon the aforementioned broken card’s banning in Standard. The other deck could usually be had for much cheaper (though they have identical MSRP’s according to Wizards) and contain cards that would not be rotating out of Standard for at least a year. That was obviously quite on purpose, but it would end up back-firing sales-wise and hobby stores ended up with a craptonne of the “other deck”. Most of the time they’d sell them off for super cheap: $10 or so, and this deck actually has a couple cards that make that price tag actually reasonable, including Phantasmal Image.

While the New Phyrexia Infect deck was undoubtedly under-powered (and Stoneforge Mystic of course regained some value for its play in Legacy and EDH) the Illusion deck is actually not. Granted, it could use a couple more copies of the key cards. But when you break the deck down, especially by the value at the time, if you were to buy the deck from Star City Games, who had it at $14.95 vs the $34.95 of the Vampire deck, you were going to make all of your money back just in single card value.

Let’s look at the deck list:

Mana Base (24)

  • 19 Islands – Your standard basic lands.


  • 4 Glimmerpost – Personally, I’m not a huge fan of this card in this deck, but it makes sense with the 2 play sets of creatures with Phyrexian mana costs. It’s not a bad play, really, but many would probably swap these with more Islands, or Glacial Fortresses depending on what other changes are made to the build.


  • 1 Glacial Fortress – This is a very good inclusion. It may not be a money card, but it’s still a card that stayed in Standard for awhile, and dual lands are always good cards to have, especially for EDH. It is a bit peculiar to place in a mono-colored Blue deck, however, but you could appreciate throwing in a token rare land that’s very playable.

Creatures (25)


  • 4 Aether Adept – Not a bad card at all in Limited, and it’s a Cube favorite that also sees play in EDH. But running four copies in this deck seems a bit extreme. There’s certainly nothing wrong with having an Unsummon effect on a 2/2 stick, but there were more efficient cards available, such as Vapor Snag.


  • 2 Grand Architect – This guy’s a lot of fun, and actually saw a lot of play at the time. Making your blue creatures gain +1/+1 is more than welcome, and he becomes a second Lord for your Illusions. He also combos well with your artifacts, also making them blue for a turn. He’s no money card, but he’s a solid play in this build.


  • 1 Lord of the Unreal – Granted, you will want a second copy of this guy before playing this deck competitively, and wasn’t expensive at all, perhaps $2-3 USD. This guy’s extremely good, the Illusion Lord that makes this deck work. Unfortunately, he never saw much rise in value as Illusions never became a popular archetype. Although the next card has continued to be extremely good…


  • 1 Phantasmal Image – Perhaps the “money” card of this deck (he was worth about $5 USD on the secondary market and is a bit more now as of this writing), Phantasmal Image is the cheapest (as far as mana cost is concerned) Clone-type card ever created. Granted, it has the downfall of being an Illusion, but this isn’t an issue with Lord of the Unreal on the board. This is a guy you’d want a couple more copies of to make this deck competitive. It’s too bad I quit Standard not long after buying this deck, due to a bevy of reasons, but I wish I’d made a deck with 4 Images and 4 Lords at the core, with the Grand Architects to complement them. I think Illusions could have actually done something, at least at FNM and Local Game Shop events.


  • 4 Phantasmal Bear – This is just a good card, and the perfect Turn 1 play for this deck. Quick, aggressive one-drops can win you many games, and for these guys to become 3/3 Hexproof beat-sticks with Lord of the Unreal on the board is just silly.


  • 3 Phantasmal Dragon – a 5/5 flyer for 4 mana? Pretty cool stuff, especially when they become 6/6 HEXPROOF flyers for 4 mana.


  • 4 Porcelain Legionnaire – If you’re looking to be very aggressive with this deck, he’s not a bad play. He’s very playable for 2 colorless mana and 2 life (and you do have that one Glacial Fortress available to hard-cast him, as well). With the Glimmerposts, that loss of life won’t sting too much. But you may as well just run 4 Glacial Fortress.


  • 4 Spined Thopter – A favorite in New Phyrexia limited, for sure, a 2/1 flyer for 3 mana (or 2 and 2 life) isn’t the best, but considering he’s easily a 3/2 with Grand Architect on the board is not too shabby. He’s already blue, so he’s easy to hard-cast and actually is well at home in this build. He’s a keeper.


  • 1 Precursor Golem – A very interesting inclusion, and it isn’t too hard to see how this works. First of all, he creates 2 3/3 Golems besides himself. The trick is that anything that targets any of your Golems affects every single one of your Golems. Granted, with Grand Architect’s ability to change an artifact to blue, this is actually a plus for you, since all three of your 3/3 golems would become 4/4. He’s an interesting addition to this deck. You could perhaps build a deck that features Blade Splicers vs Porcelain Legionnaires, and do fairly well (but you’d need the 4 Glacial Fortress and perhaps a couple of Seachrome Coast to make it consistent.) Still, the Golem provides you with a couple of directions to go with this deck, and running the one copy certainly isn’t too bad, as there’s some synergy especially with the Images being able to get serious value from copying him.


  • 1 Steel Hellkite – I can see this card being fun in this deck. He combos with all of the other artifact support in this deck, and he also has some very interesting abilities of his own. He’s been played in the Grand Architect decks before, and at 6 mana could be tutored by Treasure Mage (along with his stalwart buddies Wurmcoil Engine and Blightsteel Colossus.) His pseudo-firebreathing ability isn’t too shabby, and he’s a flyer. The most interesting ability that I believe is often overlooked is his Ratchet Bomb like effect. By paying X mana, you can destroy all non-land permanents of a player that was dealt combat damage this turn (which becomes very one-sided considering that Ratchet Bomb hits you as well). While this sort of removal is a bit niche in nature, it can win you games out of nowhere.

Other spells (11)


  • 4 Mana Leak – A great inclusion in this deck. Granted, Mana Leak is a fairly inexpensive card, but it’s welcome to have a playset handed to you. This is going to be a fun card to slow your opponent down while you swarm the field with Illusions!.


  • 3 Mind Control – This is a good card, and a very old favorite at that. Ordinarily, its casting cost is considered to be a little high to be very playable in Constructed, but with this deck, considering that you’re likely going to fill the board far more quickly than your opponent, a late-game Mind Control on an opponent’s boss creature could spell their doom. There’s also a fourth copy in the Sideboard, which we will get to.


  • 4 Preordain – This is in fact the ONLY card from this deck that rotated out of Standard in October 2011. Granted, you did want to run it until then, and replace the play-set with Ponders come rotation time. However, Preordain is still a handy common playset to have in other formats, and being only a common, there’s really only minor loss of monetary value here. Setting up your draws is very important, so either Preordain or Ponder works in this slot (some competitive Standard players at the time liked to play 3 Preordain and 1 Ponder, in fact.)

If you add up the value of the 60-card deck, you would’ve easily regained the $15 USD in value that this deck sold for at the time – which well below MSRP, of course,.

Now on to the sideboard, which doesn’t have money cards, but very playable cards that should indeed be in your sideboard.

Sideboard (15)

  • 2 Flashfreeze – This has been a no-brainer side board card for blue decks since its inception in Coldsnap. In fact, for a common, it tends to be generally difficult to acquire, as popular as Blue decks are. It just makes red and green spells very sad.
  • 2 Frost Breath – One of the best common control cards ever printed. Tap down two opponent’s creatuers, and they don’t untap during their next untap step? That spells the end if you have lethal damage on the board and it becomes a numbers game between open blockers and attackers.
  • 3 Master Thief – While I’m not the biggest fan of Master Thief, it is essentially Mind Control for artifacts. Considering the great many artifacts played in Standard currently, it’s a decent sideboard play.
  • 1 Mind Control – The fourth copy of Mind Control that you will very rarely, if ever, actually sideboard in.
  • 2 Negate – A card that I personally am very glad to see back in Standard. Originally printed in Morningtide as an answer to Lorwyn’s brand new planeswalkers, it’s strictly better than Spell Pierce in that it’s still extremely playable late game. You would sideboard into these in favour of a couple of Mana Leaks against decks with consdierable mana acceleration. I can’t say how many times I will draw a Mana Leak or Spell Pierce and have it be an absolutely dead draw by that point in the game. Negate solves some serious problems, and is often best played late in the game, so it’s worth holding for that late game planeswalker or Genesis Wave drop. Great card.
  • 4 Neurok Commando – An interesting uncommon from Mirrodin Besieged, which are very good in matches versus control decks. With Shroud and cheap card draw, it’s a decent card. There are probably better sideboard options, but it’s not a bad inclusion.
  • 1 Stoic Rebuttal – Essentially a Cancel that becomes Counterspell if you control 3 artifacts. A second copy of this versus the extra Mind Control is probably the way to go here.

Clearly, this was a very good, playable deck, with some inexpensive additions. All you would need are a couple more Lord of the Unreal and Phantasmal Image and this deck can pick you up a lot of cheap wins. Wizards actually offered some good tips on their announcement page. I do like the Wurmcoil Engine idea, as it works with Steel Hellkite also being in the deck, giving you two targets for Treasure Mage. Caged Sun works well if you stay mono-blue, as well. Their suggestion of a single copy of Frost Titan wasn’t too shabby, either.

It wasn’t the worst deck for its MSRP of $25 USD, but you could guarantee be able to purchase it for between $15-20. Nowadays, however, they sell closer to $20. But as there are only a couple cards in this deck that retail for more than $1 a piece (Precursor Golem, Lord of the Unreal, and Glacial Fortress) and one $5-7 card, Phantasmal Image, you’re better off just buying the separate cards yourself.

At the time, if you we re looking for a cheap deck that only needs minor tweaks to win, and you were playing on a budget, this is the deck for you! Nowadays, I’d avoid this deck altogether and just buy Phantasmal Images and Lord of the Unreals as singles.

But, oh there was potential here. If only Wizards had made this good out of the box…

– Elspeth for the WIn



The Vampire Onslaught Event Deck from the Magic 2012 Core Set may be one of the best event decks Wizards has ever released! Its Magic 2012 Core Set counter-part, Illusionary Might, was not a bad buy for newer players, as it formed the basis of a fun Illusion-based deck that with some tweaks was a playable FNM deck. But Vampire Onslaught was, and still is, easily the best money deck of the two. In fact, it may be the best money deck ever put together as a pre-constructed release by Wizards of the Coast.

Why is this? It has a Verdant Catacombs/strong> in it. As of June 2014, it’s still a $45 card.

Let’s take a look at the list, which is actually pretty solid even beyond the fetch-land.

Lands (24)
23 Swamp
1 Verdant Catacombs

If you could get this deck back in the day at its MSRP, you already had made an incredible investment. Alas, I sold my four Verdant Catacombs back when they were worth about $15-20 (so I technically still profited from the deck.) That was back in 2011. There was no Modern yet. Oops.

But wait, there’s a lot more in here that is pure value.

Creatures (29)
2 Bloodghast

Bloodghast is a very, very good card that was long a Vampire deck staple. A card that can come back from the graveyard any time you play a land is pretty ridiculous. In Modern Dredge, he’s a fantastic card. Back then he was about $7 a copy, and still sells for roughly that same price today. Two copies of this in a single deck is fantastic.

4 Bloodthrone Vampire

Not a bad common, but it was in Magic 2011, and not in the 2012 Core Set. It combos very well with other cards in the deck, as it gains +2/+2 each time you sacrifice a creature. It’s not bad when you see how many cards work off of sacrificing creatures in the deck. (Interestingly enough, for those that actually looked to play this deck, Bloodthrone Vampire was in fact reprinted in Magic 2013.)

4 Gatekeeper of Malakir – One of the best uncommons out of Zendikar, second only to Vampire Nighthawk, he’s a 2/2 for 2 black, but it’s his kicker effect of one extra black that he’s played for. It makes your opponent sacrifice a creature. On turn three, when this guy was ordinarily played, that is a major setback, especially against a quick swarming deck like Vampires. Basically, you only ever play him as a three-drop. Then he becomes expendable for your Bloodthrone or Viscera Seers, which we’ll get to.

As of August 2011, a playset of these could cost as much as $10 USD on the secondary market. Unfortunately, they are no longer nearly near that value, partly due to a reprint in the Sorin Vs Tibalt Duel Deck, but also because he doesn’t see much Modern play. Still a good card.

1 Kalastria Highborn – The Highborn has long been one of my personal favorite Vampire cards, and she’s quite deadly. Whenever one of your creatures goes to the graveyard, you may deal 2 damage to target player or creature and gain 2 life. It’s that deal 2 damage to a creature that is most deadly. With how many expendable creatures you have in this sort of deck, the Highborn can get ridiculous. Securing a second copy of her for this deck was a pretty darn good idea at the time. She used to sell on the secondary market for about $5 USD, although now in 2014, she’s about a $2-3 card – sStill well above a bulk rare.

4 Pawn of Ulamog – Not a card you see very often, but this uncommon from Rise of the Eldrazi certainly isn’t bad. Any time a non-token creature of yours goes to the graveyard, you may get a 0/1 Eldrazi Spawn token, which can be sacrificed to give you 1 colorless mana. Probably not the best card choice for competitive Vampire decks, but with this particular build, there are advantages to having these tokens.

1 Vampire Hexmage – It seems a bit silly to only run one Hexmage. She’s pretty darn good, as she can one-shot kill planeswalkers and remove all the counters from any card. Plus, she’s a 2/1 with first strike, and that’s always good, especially for 2 mana. There are 3 side-boarded, but 2 main-board is a better move.

4 Vampire Lacerator – A solid little one-drop that used to see tons of Standard play. He’s a 2/2 for one mana, but if your opponent has more than 10 life, you have to pay 2 life during each of your upkeeps. The sad part about this is that it’s not an upkeep cost, you can’t choose not to pay it. This isn’t really that bad, though. Most of the time, you’ll be ahead in life anyway. Vampire decks could gain life back in a hurry and deal a lot of damage before many other decks can get set up, so running 4 is perfectly fine.

2 Vampire Nighthawk – There’s probably no excuse not to run full play-set of Nighthawks in a Vampire deck. 3 mana (1BB) for a 2/3 Flyer with lifelink and deathtouch makes for a very strong creature. The Nighthawk helps you both gain back lost life,hold the air, and hold off opponent’s larger creatures. It’s just an all-around spectacular card playable in any format.

3 Vampire Outcasts – The only of TWO Magic 2012 Core Set cards in the entire deck and the only card in the maindeck that will be legal in Standard come October (barring any reprints in Innistrad, and it isn’t out of the question we could see a few of these other cards reprinted). Vampire Outcasts is for four mana, two of which are black, a 2/2 with Lifelink and Bloodthirst 2. Now, a 4/4 with Lifelink is certainly not too bad. The truth is that you could easily swap these out for 2 Nighthawk and 1 Hexmage and have a far better deck, not to mention a lighter mana curve. Just not really too good a card outside of Limited, and not worth being in this deck.

4 Viscera Seer – A 1-drop 1/1 with the ability: Sacrifice a creature. Scry 1. Now, scrying 1 doesn’t sound that great. It seems far too high a cost to just see what your next card is and possibly put it to the bottom of the deck. But with Kalastria Highborn and Pawn of Ulamog in the deck, sacrificing a post-kicked Gatekeeper or a Vampire Lacerator that’s already swung for damage or outlived its usefulness certainly isn’t too bad. Most good Vampire decks only run a copy or two, which is probably good enough. (Also an excellent card for those Modern Pod decks!)

Non-Creature Spells (7)
2 Blade of the Bloodchief – Not a bad rare from Zendikar. Very playable in a Vampire deck. It’s a good equipment, but equipment in Vampires probably isn’t the greatest play. Still, gaining a +1/+1 counter every time a creature hits the graveyard (this includes even token creatures), and gaining a +2/+2 counter if it’s a Vampire, is certainly a lot of fun. It’s perhaps the crux of this deck’s strategy, hit for a ton early on…

4 Dismember – One of the best removal spells, ever. While they no longer sell for about $5 USD a copy, a play-set of Dismember is still quite valuable.

1 Mimic Vat – This card is a bit of a head-scratcher. It’s not that it’s bad. It’s a fun rare in Scars of Mirrodin block Limited, no doubt about that. Whenever a creature would go to the graveyard, you exile it instead and imprint it to Mimic Vat. You can do this any time you want, but each time you do, the card that was imprinted before goes to its owners graveyard. You can then pay 3 and tap Mimic Vat to create a token copy of that creature, that gains haste and is exiled at the end step. Honestly, why would you use mana in this way for Vampires? It just seems to be a waste. It’s not a bad card, but it shouldn’t be in a Vampire deck. Sure, it can copy a really good creature of your opponents, but it’s still quite an investment of mana. Granted you could use the spawn tokens from the Pawn of Ulamog and combo with your Viscera Seers and Kalastria Highborn for some cheap damage, lifegain, and deck manipulation, but this isn’t really the best tactic. It’s a silly card that really doesn’t belong in this deck.

Sideboard (15)
4 Distress – The SECOND of two Magic 2012 Core Set cards in the deck. Double black sounds like a bit much for a discard card, but it can discard any of your opponent’s non-land cards. There are situations you may want to board these in, perhaps against combo decks, but ordinarily you won’t. Still, not a bad card, but I still prefer the original Kamigawa/Tenth Edition artwork. The new one’s too creepy for me. Still, with no Duress or Inquisition of Kozilek in sight past October, it’s not a terrible option.

2 Go for the Throat – Very solid removal card against any deck that doesn’t run artifacts. It’s not out of the question to main board at least one of these over the Mimic Vat, and another over a Seer. It helps you kill a lot of whatever Dismember can’t.

4 Skinrender – Far from being a bad card, it’s some decent removal with its ability to put 3 -1/-1 counters on target creature. It is mandatory, however. Still, 4 mana is certainly worth it, and he’s a 3/3 creature. But he is a Zombie, and not a Vampire. He’s not a bad card. Certainly hold onto your playset, but he’s far better in a Zombie deck (Call of the Grave, anyone?)

3 Vampire Hexmage – At least one of these belong in the main board. Two should be in the side to make cards like Shrine of Burning Rage and Koth of the Hammer/Chandra the Firebrand sad.

2 Vampire Nighthawk – These should be in the mainboard. ‘Nuff said.

In the “How to Play the Deck” pamphlet that Wizards always include in these sorts of product, it was suggested to add Bloodlord of Vaasgoth to the deck. As a one of, that card was never too bad, but it rarely saw play. The trick with Vampires has always been to keep a low mana curve and swarm the board. Malakir Bloodwitch is another suggestion, and she was never a bad option for the sideboard as far as her protection from White is concerned. (She could stop Gideon Jura, for example, who was a massively played card in those days.)

Overall, this was a fantastic value for the money. As far as “Bang for Your Buck” was concerned, you would have probably get about $60 market value per deck, at a typical cost of $25-$35 a deck, even back in 2011. It was a no-brainer buy. They’re obviously very rare now. If you happen to find any hanging around for less than $50, they’re easily worth the buy. But you’d be lucky to find them for under $100.

This has been another Throwback Thursday Deck Review. If there’s any pre-constructed deck or even a Top deck from the past you’d us like to review, let us know!

– Elspeth for the Win


(UPDATE June 2014 – The Modern Event Deck has had such underwhelming sales that copies are currently selling well below retail price: $50-60 USD, especially on Amazon and TCG Player.)

Finally the day has come when the decklist for the Modern Event Deck has been revealed. It was revealed early this morning on The deck is indeed Black/White tokens and it has some nice little surprises in it.

Here’s the list

LANDS (24)

4 Caves of Koilos
2 City of Brass
4 Isolated Chapel
5 Plains
4 Swamp
1 Vault of the Archangel
4 Windbrisk Heights


2 Soul Warden
3 Tidehollow Sculler


3 Honor of the Pure
2 Inquisition of Kozilek
4 Intangible Virtue
4 Lingering Souls
3 Path to Exile
4 Raise the Alarm
2 Shrine of Loyal Legions
4 Spectral Procession
1 Sword of Feast and Famine
3 Zealous Persecution
1 Elspeth, Knight-Errant


2 Burrenton Forge-Tender
2 Dismember
3 Duress
2 Ghost Quarter
3 Kataki, War’s Wage
3 Relic of Progenitus

First of all, let us consider what the spoiler from a couple of months ago told us. We were expecting Elspeth, Knight-Errant, Intangible Virtue, and Honor of the Pure. What is missing is Hero of Bladehold. This is okay, because of what it was replaced with:


Considering that this deck has an original MSRP of about $75, it’s great to see a card of this high value in a deck. It obviously fits the deck quite well. It also somewhat makes up for the lack of fetch-lands in the deck.

Speaking of fetch-lands, let’s look over the no-fetch mana base.


A full play-set of the white-black “pain” land will help you fix for your colored mana, plus two City of Brass. A full play-set of Isolated Chapel, the white/black “buddy” land will help you also fix without the need for pinging yourself for life, as long as you control a Plains or Swamp. There are 5 plains and 4 swamps to complement them. In addition, there is a Vault of the Archangel, with which you can tap for 2WB to give your creatures deathtouch and lifelink until end of turn. There is also a full play-set of Windbrisk Heights, a rather useful card with Hideaway. Whatever card gets put under it can be cast for a single white mana and a tap, providing that you have attacked with at least three creatures in a given turn.

Overall, it’s not a bad mana base, although I would replace the two City of Brass and at least one plains and one swamp for a full play-set of Godless Shrine. It is, at least, a functional mana base.


Being in a deck with only five creatures, it would make sense that Soul Warden would comprise a couple of those spots. With all of the tokens that this deck generates, Soul Warden will help you keep your life total high. Note that she also gives you life for opponents’ creatures entering the battlefield, as well. There’s a reason that Soul Sisters can be difficult to beat. Many burn decks and aggro decks hate this card, although Skullcrack and Flames of the Blood Hand do exist, as well as the Leyline of Punishment, to counteract these effects. OF course, with only two Soul Warden in the deck, in those match-ups, the Wardens can easily slip out for something in the sideboard.


An old white/black favorite, sure to see even more play in the near-future in Modern with the existence of Athreos, God of Passage, Tidehollow Sculler deprives your opponent of a non-land card until the Sculler leaves the battlefield. It’s a very solid two-drop that compliments the other hand distruption in this deck quite nicely.

Let’s move on to the meat of the deck, the non-creature spells!

The three copies of Honor of the Pure, which pumps all of your white creatures by +1/+1 are an obvious inclusion, as are the full play-set of Intangible Virtue, which gives all tokens +1/+1. Being able to stack multiple copies of this card on the board is key to this deck’s success.


As many speculated, there are also two copies of Inquisition of Kozilek in the deck. It’s yet another way to disrupt your opponents’ hands of their early plays, giving you time to build up your forces on the board while they recover. There are also 3 copies of Zealous Persecution, an instant which gives your creatures +1/+1 and your opponents’ creatures -1/-1 until end of turn, making combats a bit tricky for your opponent.

As for tokens, there is a full suite available. A full-playset of Lingering Souls, with its Flashback ability, is an absolute must. It’s joined by a full-playset of Raise the Alarm, which creates two 1/1 white soldiers for only 1W. There’s also a full play-set of Spectral Procession, which makes 3 flying tokens.


There’s also a couple of copies of a fun card from New Phyrexia, Shrine of Loyal Legions. The cool part about this card is that so much of the deck is comprised of white spells. Each time you cast a white spell (which includes the dual-colored spells) it gains a charge counter. You can pay 3 and sacrifice the Shrine and put a 1/1 colorless Myr artifact creature token onto the field for each charge counter that had been on the Shrine. This can potentially be a lot of token generation.

The deck also contains 3 Path to Exile, which is a very pricey removal card nowadays.

Now onto one of the main win conditions of the deck, my favorite card in all of Magic: the Gathering:


Elspeth, Knight-Errant should need no introductions. Both of her +1 abilities are fantastic, and her ultimate ability, her -8, gives you an emblem that basically wins you the game. Making more tokens, then making them fly over opponent’s creatures is always fun. And making everything indestructible is pretty good, too. You also will have enough blockers to protect her, meaning that her potential of going ultimate is actually pretty high if they don’t deal with her outside of combat.

Overall, the main deck looks quite playable. Let’s look over the sideboard:


Here’s a card you don’t typically see, two copies of Burrenton Forge-Tender. Obviously, this card exists to help in match-ups against mono-red decks. I’m pretty sure by design that these are meant to replace the two copies of main-board Soul Warden in those match-ups. The cool thing about Forge-Tender is that it can prevent damage from any red source, including board-wipes like Anger of the Gods (the bane of this deck’s existence) and Blasphemous Act. Speaking of Blasphemous Act, in those Boros builds that include Boros Reckoner, that damage isn’t dealt to the Reckoners, either, saving you at least 13 points of damage from that card’s ability. Solid little sideboard option here.

Most of the remaining side-board cards are self-explanatory. Dismember deals with big threats, Duress gives you more hand-destruction, Ghost Quarter gives you some land destruction ability against greedy mana-bases and Relic of Progenitus helps stop graveyard shenanigans.


The last card in the sideboard is a very useful card called Kataki, War’s Wage. Three copies exist in this sideboard. Essentially what it does is make all artifacts have an upkeep cost of 1 mana. This obviously can be quite problematic for Affinity and Tron decks in the format. It also has a negative interaction with the Shrine of Loyal Legions, but those can come out when this card is boarded in. It’s nice to have three copies included.

Overall, this deck looks fairly solid. Black/white tokens are a deck that doesn’t necessarily need the fetch-lands to function. Of course, four Marsh Flats and the four Godless Shrine would be nice, but the pain-lands do suffice in this case. Besides, the pain from the fetch-lands and the shock-lands coming in untapped is very similar, and you’re gaining life back from Soul Warden in many cases anyhow.

I think as a gateway deck into the format, there’s nothing wrong with Wizard’s first attempt. Is it worth the $75 MSRP? I would say most likely. Since card price numbers can fluctuate over time, I won’t break it down here, but the cards do currently add up to well over $75 if you consider median prices for these cards (double that, in fact!) I certainly am happy to see the Sword in here, although Hero of Bladehold may have made more sense. It’s clear that Wizards wants to give it the “Bang for its Buck” without having speculators buying them all up, thus making them inaccessible to players trying to enter the format. For what it’s meant to be, it’s pretty good, and it’s put copies of some harder-to-get cards out there more readily available without flooding the market too much.

I can see this not selling quite as well as some might have first suspected, but I think it’s a worthy start to what will hopefully be a long line of event decks for the Modern Format.

~ Elspeth for the Win


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