White Knuckle Ride

by magicviking on 05 March 2013

Main Deck (60 cards)

Sideboard (15 cards)

Sorceries (1)


Enchantments (2)

Submit a list of cards below to bulk import them all into your sideboard. Post one card per line using a format like "4x Birds of Paradise" or "1 Blaze", you can even enter just the card name by itself like "Wrath of God" for single cards.


Deck Description

Straight forward Modern White Hatebears with some evasion, a little mana denial and a couple of wrinkles:

Leonin Arbiter wreaks havoc on almost all multi colored decks and also enhances the usefulness of Path to Exile and Ghost Quarter.
Skyfisher is an aerial attack with a interesting enter play effect that is ripe for some use/abuse, (from as simple as playing fisher and a 1 drop with only 2 lands available, keeping Grunts upkeep cost in check to heatseeking Revokers and O Rings.

Judges Familiar stalls all of those early equalizers that can hamstring a weenie deck.
Dryad Militant messes with almost anything that is supposed to take place in the graveyard. Grand Abolisher and Thalia screws with pretty much everything else.

Serra Avenger is the big guns. AEther Vial makes everything a carnival ride. Brave the elements is both sweeper protection and final charge enabler.

Sideboard is a work in progress geared mostly towards what I expect to see locally and could use some help.
Revoker is a Needle on legs that can be Vialed in as a response to the card you want to snuff out. Jotun Grunt is another big body and helps the Militant with the graveyard tampering
Forge-Tender hamstrings goblins and zoo, (both decks that can cause serious problems). Kataki targets Tron/Affinity and I rounded everything out with O Rings for general removal.

Input welcome...

How to Play

Full on CHARGE witholding only a couple of spesific critters to reset in case of a board wipe.

The Vial should be in your opening hand and played on turn 1. Familiar and Thalia should hit the board ASAP, Militant should also be an early drop.

Use the Vial to cheat in Avenger early and to drop the Flickerwhisp when you can get the highest payoff out of it..

Drop Brave the Elements as you attack. Path to Exile any annoying blockers that might be in your way. Flickerwhisp tricks are available throughout the game but don't forget that with the Vial it is a great critter EMT that can give you some easy card advantage.

Note that several cards require precise timing to be fully effective: Militant and Grunt can work against each other if simply thrown on the board as you draw them.
Using the Vial to drop the correct one on opponents turn, or to arrange the stack during your turn, are straight forward ways to resolve those issues.

That said; the tempo critters have a huge target on their back as soon as they hit the table so dont expect them to be hanging around for long so make sure you drop/Vial them when they can do the most harm to your opponent, (ex: Vial them in as a response to opponents play or do a 2nd turn hoser drop like Thalia against control/burn to grab tempo).
Oh, and don't get too cute, it is a weenie horde after all...

Deck Tags

  • Modern
  • Tournament
  • White
  • Hatebears

Deck at a Glance

Social Stats

4
Likes

This deck has been viewed 1,795 times.

Mana Curve

Mana Symbol Occurrence

454004

Card Legality

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

Deck discussion for White Knuckle Ride

It seems okay, but why include Rule of Law, even on your sideboard? Wouldn't it be a mayor holdback for you?

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Posted 12 March 2013 at 17:18

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Rule of Law is still in playtesting but so far seems to work rather well as by turn 4 I'm either out of cards in hand, (other then the ones I have intentionally held back), and playing from a position of strenght and the Law is not needed, (hence SB rather then main).

If my opponent is still alive and not dominated by then it is because they have controlled the board with responses to whatever I have dropped. If I can limit their responses to 1 per turn, (or even pull a removal on the Law rather then say a Vial), I can gain board dominance with the low CC critters and Vials under the Law.

As this is not a Death and Taxes build I have very little control built in. It is mainly straight aggro with barely enough stall to smack a control deck that does not have the perfect draw over the head in game one, but after they sideboard it gets trickier, and that is where, (I hope), Law comes in...

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Posted 13 March 2013 at 00:04

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Conversation from version 1 of the deck

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Posted 12 May 2013 at 05:21

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I'd throw in 'Silence' for an aggresive defence. You could dominate the board with Grand Abob in play

Good Modern though =)

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Posted 12 March 2013 at 17:55

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Thanks.

I was considering Silence from the beginning, same with Sunlance for some extra removal. The problem I ran into was that I could not figure out what to take out? The critter count right now is perfect as I am drawing pretty much exactly what I need when I need it and I'd hate to mess with that balance, (the only change I am contemplating is to pull 1 Avenger and 1 Grunt for 2 Kitchen Finks?).
Other then that I really need 4 of everything that is not critters to get it in time. Like the way you think tho...

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Posted 13 March 2013 at 00:15

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Playtesting showed Mangara superior to Finks

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Posted 12 May 2013 at 05:22

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Thank you right back, sir =D

What's your thoughts of 4 x Arid Mesa. I know, you're getting precisely what you need, but what if... just perhaps.. those 4 Fetches could make you Draw whatever you need, faster?
I've got 4 x Verdant Catacombs in my Elf deck, and holy smokes it speeds it up =O

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Posted 13 March 2013 at 00:27

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With the deck designed for the Arbiter to hit the table early that is just too much trouble trying to juggle fetchlands before he comes in and ruins everything for everybody. ;)

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Posted 13 March 2013 at 00:37

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Ah... good one - I missed it

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Posted 13 March 2013 at 16:07

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Looks like a pretty good deck, Although i would switch phyrexian revoker in your sideboard with pithing needle. Pithing Needle cost less and since it's not a creature so it will be a little harder to get rid of than it would be for your opponents to get rid of phyrexian revoker =p

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Posted 13 March 2013 at 16:35

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This is one of those situations where I agree and disagree at the same time!
The Needle certainly appears to be superior but the Revoker is a critter, and in an aggro deck you can not underestimate that. If you draw Revoker early you can drop it and name the effect AND charge with it. If this deck works right, (and/or your opponent dont draw the hate card you are targeting), you dont need the effect but you can always use the 2/1 aggro part of the Revoker.

Yes, Needle is cheaper and in most cases more efficient and harder to remove but in this deck, maybe not....

Thanks for the input tho, I've been wrestling with the same thought.

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Posted 14 March 2013 at 01:05

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I can see what you're saying, creatures with abilities like that always worry me, just because every deck generally has a way of dealing with creatures, not as much just plain artifacts. But having an attacker and chump blocker does have it's benefits =p

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Posted 14 March 2013 at 05:53

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I hear you.
Another thing about the Revoker that I forgot to mention is that you can swing him in via the Vial as a response to the offending card being played.

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Posted 14 March 2013 at 12:53

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