Indiana Jones Take 2

by HwaRyun on 06 September 2013

Main Deck (60 cards)

Sideboard (15 cards)

Creatures (1)


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Deck Description

Based off of a deck on Tappedout.net (http://tappedout.net/mtg-decks/the-indiana-jones-deck/), I did some extensive changes to make the deck fit my playstyle better.

Combo works the same, we acquire cheap creatures/bouncers, play them, then get an equipment out that they can't deal with. A proper primer will be written once I tweak the deck more. For the time being I'll put up a quick list of some of the basic reasoning behind my changes.

My biggest problem with the deck was just how fragile it was, so I took out the cantrips, removed green entirely and added black for more interaction in the form of Go for the Throat and Thoughtseize while also using Dark Confidant to see more cards and abuse the fact that our curve is nonexistent. The combination of Sage of Epityr and Bob is usually enough to ensure a turn 3 or 4 combo, (if he manages to stick). It turns hands that normally would've been really risky in the old version and makes them work.

Remand is just a really strong tempo card, it lets us exert some kind of control over what is going on before we combo off, net us a valuable combo piece, or even help us completely seal out the game.

Dizzy Spell is probably my favorite addition to the deck. We don't care about its actual ability, the uncounterable tutor just gives the deck so much reach and flexibility. It almost always ensures that you go off turn 4, as well as allowing us to tutor for things like Path to Exile for extra removal or Thoughtseize if we are afraid of a potential Abrupt Decay or something.

The sideboard isn't set and stone and will probably undergo a lot of revisions, it is also important to note that your sideboard should mostly be derived to play in the meta you play in.

As I stated before this is a rough draft, and will probably see a decent amount of changes. Criticism is always welcomed if it's intelligent and well reasoned.

How to Play

Combo is fairly simple. Play Quest for the Holy Relic, spam cheap efficient dudes, get an equipment out turns 2-4, then win because you'll have an insane board advantage.

Some things to remember:

1) Quest's ability is activated and thus uses the stack, abuse this. It's ok to let the quest sit on 5 counters for a turn if you're uneasy about a kill spell or something. Cracking it in response to a lightning bolt can save your Kor Duelist and win you the game.

2) You can still crack the quest if you have no creatures. This allows us to bring in things like batterskull in certain matchups and have it do work.

3) Quest for the Holy Relic chooses the equip target as it resolves, so spot removal has to be used in response to cracking the quest, NOT in response to equipping the creature.

4) Never keep a hand with argentum armor in it, but in certain circumstances it is ok to keep a hand with a sword in it.

5) Quest for the Holy Relic triggers when a creature is cast, not when it enters the battlefield. Countering creatures still gets you counters, you can use this to do some funny things with remand if you are desperate. Evoking a Shriekmaw nets you a trigger and a kill spell.

Deck Tags

  • Combo
  • Toolbox
  • Esper
  • Toolbox
  • Combo
  • Esper
  • Modern

Deck at a Glance

Social Stats

3
Likes

This deck has been viewed 975 times.

Mana Curve

Mana Symbol Occurrence

815700

Card Legality

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

Deck discussion for Indiana Jones Take 2

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